Puzzle Branch Issue SOLVED
Quote from beecake on February 19, 2014, 6:40 pmOk, so I'm sitting with this puzzle, and I'm stuck.
The puzzle:
I've placed indicator lights between a button and a cube dropper.
Then I removed some of the tiles to make it look like some connections have been broken.
Now the player has to find the missing tiles and place them correctly into the fitting holes.The problem:
I've set everything up with branches, branchlisteners, triggers and teleporters (To align the tiles, so it's easier for the player).
The problem is that when one of the tiles is put in it's hole it doesn't set the value of the corresponding branch to 1, even though it's supposed to.This is the only thing I put in it, and it's not working. It's not calling.
http://oi59.tinypic.com/b4by51.jpg
I tried debugging it by displaying a game_text when the trigger is calling. That worked perfectly fine. But that single line is not working.
I can't seem to figure out why.Please ask for any information you'll need to help me fix this issue, and I'll provide you.
The flags for the trigger once are:
Physics Objects.
Correctly account for object mass.There's a filter applied to the trigger, but it should be working fine, since the teleporter works with the filter.
This is how it looks in Hammer.
http://oi61.tinypic.com/v8ctfs.jpg
Ok, so I'm sitting with this puzzle, and I'm stuck.
The puzzle:
I've placed indicator lights between a button and a cube dropper.
Then I removed some of the tiles to make it look like some connections have been broken.
Now the player has to find the missing tiles and place them correctly into the fitting holes.
The problem:
I've set everything up with branches, branchlisteners, triggers and teleporters (To align the tiles, so it's easier for the player).
The problem is that when one of the tiles is put in it's hole it doesn't set the value of the corresponding branch to 1, even though it's supposed to.
This is the only thing I put in it, and it's not working. It's not calling.
http://oi59.tinypic.com/b4by51.jpg
I tried debugging it by displaying a game_text when the trigger is calling. That worked perfectly fine. But that single line is not working.
I can't seem to figure out why.
Please ask for any information you'll need to help me fix this issue, and I'll provide you.
The flags for the trigger once are:
Physics Objects.
Correctly account for object mass.
There's a filter applied to the trigger, but it should be working fine, since the teleporter works with the filter.
This is how it looks in Hammer.
http://oi61.tinypic.com/v8ctfs.jpg
Quote from Lpfreaky90 on February 19, 2014, 7:49 pmhow about setvaluetest?
how about setvaluetest?
Quote from beecake on February 19, 2014, 7:54 pmOh my. That was simply it! Thank you, dear Lpfreaky! You solved my issue with a single line, and I learned something. Thanks.
Oh my. That was simply it! Thank you, dear Lpfreaky! You solved my issue with a single line, and I learned something. Thanks.
Quote from Lpfreaky90 on February 19, 2014, 8:45 pm^_^
^_^