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Button Instance request

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Hey. I am working a puzzle that only includes faith plates right now but i have a problem. In order for it to work i need to have floor buttons that can be locked/unlocked. (the buttons activate/deactivate the faith plates and i want only one to be able to be pressed at a time).

So can someone please make an instance of this?
Thanks.

Before I make them,
How many of these buttons are you planning to have?

spongylover123 wrote:
Before I make them,
How many of these buttons are you planning to have?

I have 2 groups of 3 buttons. Only 1 button should be able to be pressed in each group.

Well, here it is.
It's more of a prefab.
I don't like making instances. for some reason.

Thanks for trying but thats not what i need. The trigger might be disabled but the button prop is still active which is misleading.
I really just need a floor button that locks. If someone can make one that can work on its own(not solely configured for one map) that would be great and very usefull for later.

That Greek Guy wrote:
Thanks for trying but thats not what i need. The trigger might be disabled but the button prop is still active which is misleading.
I really just need a floor button that locks. If someone can make one that can work on its own(not solely configured for one map) that would be great and very usefull for later.

Couldn't you just place a Weighted Cube on the button you want activated? I realize it may be a bit different than what you want, but I think it would be a little bit more simpler compared to a floor button being locked.

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Still no luck. I tried to just make my own button and i made it but now theres another problem.

I found a bug with the floor button model.
If i put it as a prop_dynamic it doesn't light correctly. The blue/orange line lights and the icon on it become dark.
It's very strange. I tried changing all the lighting options but it didn't fix it.

That Greek Guy wrote:
Hey. I am working a puzzle that only includes faith plates right now but i have a problem. In order for it to work i need to have floor buttons that can be locked/unlocked. (the buttons activate/deactivate the faith plates and i want only one to be able to be pressed at a time).

So can someone please make an instance of this?
Thanks.

OK, first of all, I would like to take the liberty of giving you an advice: do not ask other people to do the work for you! there's no other way of improving your mapping skills than trying, trying, trying.

Secondly, regarding your question, I think the clue is making a pair of logic_relays for each button. Each pair would be called "On" (enables the corresponding faith plate's trigger) and "Off" (disables the corresponding faith plate's trigger). And also each of them will "CancelPending" the rest of them all. And do not forget to set each of the faith plates' triggers "Start disabled". For example, let's imagine 3 buttons:

Button 1:
OnPressed > Button_1_Relay_on > Trigger
OnUnPressed > Button_1_Relay_off > Trigger

Button_1_Relay_on:
OnTrigger > Button_1_Relay_off > CancelPending / delay: 0.00
OnTrigger > Button_2_Relay_on > CancelPending / delay: 0.00
OnTrigger > Button_2_Relay_off > CancelPending / delay: 0.00
OnTrigger > Button_3_Relay_on > CancelPending / delay: 0.00
TnTrigger > Button_3_Relay_off > CancelPending / delay: 0.00
OnTrigger > Faith_plate_1_Trigger > Enable / delay: 0.20 secs.

Button_1_Relay_off:
OnTrigger > Button_1_Relay_on > CancelPending / delay: 0.00
OnTrigger > Button_2_Relay_on > CancelPending / delay: 0.00
OnTrigger > Button_2_Relay_off > CancelPending / delay: 0.00
OnTrigger > Button_3_Relay_on > CancelPending / delay: 0.00
OnTrigger > Button_3_Relay_off > CancelPending / delay: 0.00
OnTrigger > Faith_plate_1_Trigger > Disable / delay: 0.20 secs.

... and the similar setting for the rest of pairs of relays (shouldn't I write them all down, should I?).

This way you assure that only the button you press is enabled, and all the rest disabled.

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Can you tell me why you don't just give the player one single cube or why you don't change the buttons to laser catchers? This way, only one can be activated gameplay-wise, not programmed.

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