A few queries about the puzzle maker.
Quote from novaK on November 4, 2012, 12:46 pmHi all. A couple of questions about the in-game puzzle maker:
1. Is it possible to have 2 triggers connected to the same event that DON'T function in parallel (e.g. if I connect a laser catcher and a pedestal button to a tractor beam, as far as I can see they both have to be triggered for the beam to be activated, but I'm wondering if there's a way to have both connected, but each to trigger the beam independently)?
2. Is is possible to configure an event so, once triggered, it remains in an active state regardless (e.g. a laser catcher opens a glass panel, and the panel stays open even when the laser is removed)?
Thanks
Hi all. A couple of questions about the in-game puzzle maker:
1. Is it possible to have 2 triggers connected to the same event that DON'T function in parallel (e.g. if I connect a laser catcher and a pedestal button to a tractor beam, as far as I can see they both have to be triggered for the beam to be activated, but I'm wondering if there's a way to have both connected, but each to trigger the beam independently)?
2. Is is possible to configure an event so, once triggered, it remains in an active state regardless (e.g. a laser catcher opens a glass panel, and the panel stays open even when the laser is removed)?
Thanks
Quote from Lpfreaky90 on November 4, 2012, 12:55 pm1; nope
2; yes; but that requires some out-of the box thinking. For example make a separate room where a cube spawns over a button when the catcher is activated; that button then gives the signal to the door and you're done!
1; nope
2; yes; but that requires some out-of the box thinking. For example make a separate room where a cube spawns over a button when the catcher is activated; that button then gives the signal to the door and you're done!
Quote from portal2tenacious on November 4, 2012, 12:57 pm1. If you have BEEmod or HMW's mod I'm pretty sure they come with an OR gate. If you don't, create an inaccessible room with 2 lasers pointing at a relay. Have the button connect to one laser and the catcher to the other. Connect the relay to the funnel.
2. Connect the laser catcher to a cube dropper in a separate room. The cube dropper should not spawn a cube at the start of the level. Place a button under the dropper so the cube can land on it. Connect the button to the glass panel.
1. If you have BEEmod or HMW's mod I'm pretty sure they come with an OR gate. If you don't, create an inaccessible room with 2 lasers pointing at a relay. Have the button connect to one laser and the catcher to the other. Connect the relay to the funnel.
2. Connect the laser catcher to a cube dropper in a separate room. The cube dropper should not spawn a cube at the start of the level. Place a button under the dropper so the cube can land on it. Connect the button to the glass panel.
Quote from FelixGriffin on November 4, 2012, 5:28 pmFor your first question, you'd want HMW's extension or the BEEMOD. HMW's is visible in the map, as a glowing panel in the floor, while the BEEMOD's is invisible. Take your pick.
For the second, my FGEMOD has a monostable multivibrator which would do that, but it isn't out yet. For now, you can use the box-dropper-on-button version.
For your first question, you'd want HMW's extension or the BEEMOD. HMW's is visible in the map, as a glowing panel in the floor, while the BEEMOD's is invisible. Take your pick.
For the second, my FGEMOD has a monostable multivibrator which would do that, but it isn't out yet. For now, you can use the box-dropper-on-button version.
Quote from Mr Waterhandle on November 5, 2012, 1:42 pmBoth of these things are simple and very doable in PetI.
Question 1: as mentioned above with the two lasers and relay. Another tip: if you want to make it clearer to the player that there's an OR gate in play, you can make the relay visible through glass. That way they can see what happens when they press something.
Question 2: a more 'reliable' way is to have another laser relay with two lasers setup. Your relay would be connected to the panel. The button or whatever is linked to one of the lasers, that activates the relay, which activates the second laser that hits the relay and sustains itself. The advantage of this versus the cube setup it is permanent regardless of whether you preform the action again. For example if you had a button that spawned this cube, and you pressed it again, in the time it takes for the cube to drop the panel would be up again. You might not want this. Also you could of course use glass to show the player here again.
Both of these things are simple and very doable in PetI.
Question 1: as mentioned above with the two lasers and relay. Another tip: if you want to make it clearer to the player that there's an OR gate in play, you can make the relay visible through glass. That way they can see what happens when they press something.
Question 2: a more 'reliable' way is to have another laser relay with two lasers setup. Your relay would be connected to the panel. The button or whatever is linked to one of the lasers, that activates the relay, which activates the second laser that hits the relay and sustains itself. The advantage of this versus the cube setup it is permanent regardless of whether you preform the action again. For example if you had a button that spawned this cube, and you pressed it again, in the time it takes for the cube to drop the panel would be up again. You might not want this. Also you could of course use glass to show the player here again.
Quote from Lpfreaky90 on November 5, 2012, 11:01 pmMr Waterhandle wrote:Both of these things are simple and very doable in PetI.Question 1: as mentioned above with the two lasers and relay. Another tip: if you want to make it clearer to the player that there's an OR gate in play, you can make the relay visible through glass. That way they can see what happens when they press something.
Question 2: a more 'reliable' way is to have another laser relay with two lasers setup. Your relay would be connected to the panel. The button or whatever is linked to one of the lasers, that activates the relay, which activates the second laser that hits the relay and sustains itself. The advantage of this versus the cube setup it is permanent regardless of whether you preform the action again. For example if you had a button that spawned this cube, and you pressed it again, in the time it takes for the cube to drop the panel would be up again. You might not want this. Also you could of course use glass to show the player here again.
The problem is that lasers completely wreck performance...
Question 1: as mentioned above with the two lasers and relay. Another tip: if you want to make it clearer to the player that there's an OR gate in play, you can make the relay visible through glass. That way they can see what happens when they press something.
Question 2: a more 'reliable' way is to have another laser relay with two lasers setup. Your relay would be connected to the panel. The button or whatever is linked to one of the lasers, that activates the relay, which activates the second laser that hits the relay and sustains itself. The advantage of this versus the cube setup it is permanent regardless of whether you preform the action again. For example if you had a button that spawned this cube, and you pressed it again, in the time it takes for the cube to drop the panel would be up again. You might not want this. Also you could of course use glass to show the player here again.
The problem is that lasers completely wreck performance...
Quote from Mr Waterhandle on November 10, 2012, 11:48 amI see... are tractor beams any better?
You could also have a setup with a horizontal tractorbeam pointed to a weighted button and two cube droppers above it, for the or gate. There would be a slight delay in activation, but that is usually not a huge problem.
For the permanence thing, have a tractor beam with a cube in it, and a light bridge blocking the cube, preventing it from pressing a button, until the light bridge gets deactivated by your desired button or whatever.
I see... are tractor beams any better?
You could also have a setup with a horizontal tractorbeam pointed to a weighted button and two cube droppers above it, for the or gate. There would be a slight delay in activation, but that is usually not a huge problem.
For the permanence thing, have a tractor beam with a cube in it, and a light bridge blocking the cube, preventing it from pressing a button, until the light bridge gets deactivated by your desired button or whatever.