One box dropper for 2 cubes?
Quote from boom.headshot on May 15, 2011, 8:20 pmHello, here's my problem, I have 2 reflector cubes in my map, and when one gets fizzled, I want another to come down through a box dropper. I've got it set up alright, the first cube I fizzle works good, another comes down. If I fizzle the cube that came down the box dropper, it still works good, but as soon as the other cube gets fizzled, another comes down but it fizzles the second one already in the map. Lol, I hope that makes sense, but any ideas of how to fix this?
Edit: wrong board D:
Hello, here's my problem, I have 2 reflector cubes in my map, and when one gets fizzled, I want another to come down through a box dropper. I've got it set up alright, the first cube I fizzle works good, another comes down. If I fizzle the cube that came down the box dropper, it still works good, but as soon as the other cube gets fizzled, another comes down but it fizzles the second one already in the map. Lol, I hope that makes sense, but any ideas of how to fix this?
Edit: wrong board D:
Quote from msleeper on May 15, 2011, 8:44 pmTry looking at how Valve does it, I'm not 100% sure the proper way of naming and spawning cubes. I bet there is an instance for it too.
Try looking at how Valve does it, I'm not 100% sure the proper way of naming and spawning cubes. I bet there is an instance for it too.
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Quote from HarryColquhoun on May 16, 2011, 11:01 amWhen I need to do that. I use two different templates and spawners, and treat them like two different droppers, but within the same model
When I need to do that. I use two different templates and spawners, and treat them like two different droppers, but within the same model
Quote from boom.headshot on May 17, 2011, 12:40 amI still can't quite figure it out, I'm pretty new to mapping... I had to resort to using 2 box droppers, just had to modify the regular cube dropper multiple to do it with reflect cubes instead...
I still can't quite figure it out, I'm pretty new to mapping... I had to resort to using 2 box droppers, just had to modify the regular cube dropper multiple to do it with reflect cubes instead...
Quote from BaDOS on May 17, 2011, 3:37 amPut the logic and box templates for two boxes in the one dropper, and link them both to the dropper's logic. I think there's also a 'dropper multiple' instance, which might do that. Not sure.
Put the logic and box templates for two boxes in the one dropper, and link them both to the dropper's logic. I think there's also a 'dropper multiple' instance, which might do that. Not sure.
|BaDOS64 - Beta System Test - Candidate version 0.0.3
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B:\>cd system
B:\system>io_startup
loading. . .
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Quote from DaMaGepy on May 17, 2011, 5:27 amIn portal 1 I forcespawned 5 box at mapstart (delayed), cleared th env_entity_maker's all flag, made a math_counter, and a logic_timer. And added an event every fizzler around, that ondissolvebox they increase the counter (queue a box) and enable the timer. The timer forcespawned a box every 5 sec, util its value reach zero again, then disabled itself. So evein if there were 5 box and they got fizzled at the same time, it just spawned a new box every 5 sec till there were 5 again.
I can make a portal 2 map example if u want, or just download my p1 map3's source from http://heroes.hardwired.hu/portal it can be loaded into portal2 too just to check the room with 5 button and fizzlers above them.So basically it doesnt matter how many cube you spawn at mapstart (or with a trigger using forcespawn), whenever a box is destroyed by specific fizzlers, it adds one to the queue, and with the timer the dropper spawns a new one and substracts 1 untill there are no cubes in th queue. Should work in portal 2 too, but I guess its better to have only one boxtype in that room
the 2 spawner in one dropper is good too, but the spawners should be at different height, and if the 2 cube dies almost at the same time, the 2 dropped cube can stuck in the dropper.
In portal 1 I forcespawned 5 box at mapstart (delayed), cleared th env_entity_maker's all flag, made a math_counter, and a logic_timer. And added an event every fizzler around, that ondissolvebox they increase the counter (queue a box) and enable the timer. The timer forcespawned a box every 5 sec, util its value reach zero again, then disabled itself. So evein if there were 5 box and they got fizzled at the same time, it just spawned a new box every 5 sec till there were 5 again.
I can make a portal 2 map example if u want, or just download my p1 map3's source from http://heroes.hardwired.hu/portal it can be loaded into portal2 too just to check the room with 5 button and fizzlers above them.
So basically it doesnt matter how many cube you spawn at mapstart (or with a trigger using forcespawn), whenever a box is destroyed by specific fizzlers, it adds one to the queue, and with the timer the dropper spawns a new one and substracts 1 untill there are no cubes in th queue. Should work in portal 2 too, but I guess its better to have only one boxtype in that room
the 2 spawner in one dropper is good too, but the spawners should be at different height, and if the 2 cube dies almost at the same time, the 2 dropped cube can stuck in the dropper.
