prop_floor_button issues [SOLVED!]
Quote from Lpfreaky90 on November 26, 2011, 5:14 pmHey,
In my level I have a floor button, it regulates two fizzlers, fizzler 1 (f1) and fizzler 2 (f2).
It has the following outputs:
Onpressed: f1 activate 0.00.
Onpressed: f2 deactivate 0.30.
OnUnpressed f2 activate 0.00.
OnUnpressed f2 deactivate 0.30.Problem: When a cube is put on the button and instantly pulled off, both fizzlers deactivate, breaking my puzzle.
Any suggestions on how to fix this?
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~Lp
Hey,
In my level I have a floor button, it regulates two fizzlers, fizzler 1 (f1) and fizzler 2 (f2).
It has the following outputs:
Onpressed: f1 activate 0.00.
Onpressed: f2 deactivate 0.30.
OnUnpressed f2 activate 0.00.
OnUnpressed f2 deactivate 0.30.
Problem: When a cube is put on the button and instantly pulled off, both fizzlers deactivate, breaking my puzzle.
Any suggestions on how to fix this?
~Lp
Quote from Robdon on November 26, 2011, 5:33 pmHi,
You need to use Relays and also the CancelPending action for relays.
Put in 2 Replays, one for the onpressed and one for onunpressed, have the button fire each relay to do each of the activates and deactivates.
In each relay put the first output as 'CancelPending' for the opposite relay, and make the activate action 0.01 delay so its executes after the cancelpending.
Then it will cancel any outstanding commands from the other relay, if things happen quickly...
Rob.
Hi,
You need to use Relays and also the CancelPending action for relays.
Put in 2 Replays, one for the onpressed and one for onunpressed, have the button fire each relay to do each of the activates and deactivates.
In each relay put the first output as 'CancelPending' for the opposite relay, and make the activate action 0.01 delay so its executes after the cancelpending.
Then it will cancel any outstanding commands from the other relay, if things happen quickly...
Rob.
Quote from Lpfreaky90 on November 27, 2011, 6:50 amThanks, that worked
Thanks, that worked ![]()


