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Lasers, Receptacles, and one stubborn Train

Okay, I got a pretty annoying issue this time. I got a func_brush attached to a func_tanktrain on a path from point A to point B. I have a laser and several receptacles that I want all to be lit up to make this train move up to a certain spot and stay there, and if the receptacles are not all lit, or none at all, it should go back down. All needed logic items are present to make the branches function...

However I am having an issue with the correct outputs to make this happen. I tired several variations, but have not made it function quite as i needed it to. I tried clearing and reassigning the parent to a new train and path, I tried the reverse output, start backwards, forwards, negative speed, disable path, enable path, looping the paths, ect...

Any Suggestions would be appreciated.

Just when I think I understand the system, it changes on me.

any chance of getting the vmf to fuck with it and see if I can notice anything?

Because I can

why don't i trust you? =_=''

Just when I think I understand the system, it changes on me.

Well, I think it would be better to use a movlinear, and the laser catchers connected to a math_counter. And then have the movlinear set to the closed position, and for the math_counter, have it so when it reaches the maximum value, the movlinear opens, I hope I helped. Sorry but I kinda am a newbie in hammer. I'm sure someone else could help, because I am an idiot. :notwant:

Code: Select all<msleeper>: i'm a fat male who gets bored at sporting events

i get the mathcounter, but i don't see movlinear anywhere. I believe you meant func_movelinear. I checked out some tutorials and got the blasted thing working.

Thanks

Just when I think I understand the system, it changes on me.

I suggest looking at Zogger's Lift: http://www.halfwit-2.com/?page=tutorials&id=31

Since I don't know what your logic system is:
Add a logic_branch for each laser receptacle indicating whether it is on or off. Then, use a logic_branch_listener that OnAllFalse (and possibly OnMixed) "preses" the go-to-bottom-floor button to make the train move backwards.

EDIT:
Do note that the added i/o will not be deleted until fired. I don't know how to erase i/o.

Rand0mNumbers wrote:
EDIT:
Do note that the added i/o will not be deleted until fired. I don't know how to erase i/o.

There is always the 'fire once' tick in any output or you could used carefully placed logic_relays which disable after fire (or a couple of times fired if you add a math_counter etc.)

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chickenmobile wrote:
There is always the 'fire once' tick in any output or you could used carefully placed logic_relays which disable after fire (or a couple of times fired if you add a math_counter etc.)

The added i/o from the tutorial is flagged to fire once. However, if that output is never fired, it is not removed. Using dynamically assigned i/o in these cases seems to require everything being triggered or else you get undesired results.

Rand0mNumbers wrote:
chickenmobile wrote:
There is always the 'fire once' tick in any output or you could used carefully placed logic_relays which disable after fire (or a couple of times fired if you add a math_counter etc.)

The added i/o from the tutorial is flagged to fire once. However, if that output is never fired, it is not removed. Using dynamically assigned i/o in these cases seems to require everything being triggered or else you get undesired results.

Like I said, you could use logic_relays which are disabled or enabled depending on what events are triggered. You cannot delete i/o but you can prevent it from triggering.

EDIT: Sorry if this is getting off topic.

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