Quick Question bout Faithplates
Quote from metroid101 on August 21, 2013, 7:31 pmOkay, I already have a basic understanding of what I want to do. Press a button, faith plate launches you somewhere, activate floor switch, same faith plate launches you somewhere else, rinse and repeat until test chamber door is opened (by activating all the floor buttons obviously) and starting faithplate launches you to the hallway beyond the opened door.
I'm not quite sure how to set it up though...
Okay, I already have a basic understanding of what I want to do. Press a button, faith plate launches you somewhere, activate floor switch, same faith plate launches you somewhere else, rinse and repeat until test chamber door is opened (by activating all the floor buttons obviously) and starting faithplate launches you to the hallway beyond the opened door.
I'm not quite sure how to set it up though...
Quote from FelixGriffin on August 21, 2013, 7:35 pmThe trigger_catapult entity has a useful SetTarget input for things like this.
The trigger_catapult entity has a useful SetTarget input for things like this.
Quote from metroid101 on August 21, 2013, 7:52 pmFelixGriffin wrote:The trigger_catapult entity has a useful SetTarget input for things like this.I know this sounds kind of silly, but how do I use that? o.o; There's not really anything on the wiki about it...
And yes, I looked this time...
I know this sounds kind of silly, but how do I use that? o.o; There's not really anything on the wiki about it...
And yes, I looked this time...

Quote from TeamSpen210 on August 21, 2013, 8:07 pmIt might be better to have a few trigger_catapults that you enable and disable. The setTarget input accepts a parameter for the targetname.
It might be better to have a few trigger_catapults that you enable and disable. The setTarget input accepts a parameter for the targetname.
[spoiler]- BEE2 Addons | (BEE2)
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Maps:
- Crushed Gel
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Quote from metroid101 on August 21, 2013, 8:46 pmTeamSpen210 wrote:It might be better to have a few trigger_catapults that you enable and disable. The setTarget input accepts a parameter for the targetname.Ah, I get the thought behind that.
So it's like "Button is activated, last trigger_catapult is disabled, next Trigger_Catapult is enabled"?
I'm assuming you mean that I disable and enable the triggers with the different buttons? (Disable the first trigger with the first button, activate the second trigger with the first button and so on?)Hmm, maybe a logic relay would be better for the final trigger catapult, since all the buttons need to be activated for the door to open in the first place anyway. (otherwise they would just launch you into a closed door...)
Ah, I get the thought behind that.
So it's like "Button is activated, last trigger_catapult is disabled, next Trigger_Catapult is enabled"?
I'm assuming you mean that I disable and enable the triggers with the different buttons? (Disable the first trigger with the first button, activate the second trigger with the first button and so on?)
Hmm, maybe a logic relay would be better for the final trigger catapult, since all the buttons need to be activated for the door to open in the first place anyway. (otherwise they would just launch you into a closed door...)

Quote from TeamSpen210 on August 21, 2013, 10:09 pmSomething like that, although I'd use a bunch of logic_branches and listeners. A logic_branch can store one value, and a logic_branch_listener can perform actions based on the number of active branches it's listening to.
Or you could use a math_counter with the output outvalue to a logic_case's invalue input. You could make the buttons add and subtract, then setTarget based on the number of buttons pushed. This would let any two buttons function the same, which might be bad for your map.
Something like that, although I'd use a bunch of logic_branches and listeners. A logic_branch can store one value, and a logic_branch_listener can perform actions based on the number of active branches it's listening to.
Or you could use a math_counter with the output outvalue to a logic_case's invalue input. You could make the buttons add and subtract, then setTarget based on the number of buttons pushed. This would let any two buttons function the same, which might be bad for your map.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Quote from Gemarakup on August 22, 2013, 12:39 amYou should understand that tutorials are not everything. You might as well look up trigger_catapult on the VDC instead.
You should understand that tutorials are not everything. You might as well look up trigger_catapult on the VDC instead.
Quote from metroid101 on August 22, 2013, 2:41 amTeamSpen210 wrote:Something like that, although I'd use a bunch of logic_branches and listeners. A logic_branch can store one value, and a logic_branch_listener can perform actions based on the number of active branches it's listening to.Or you could use a math_counter with the output outvalue to a logic_case's invalue input. You could make the buttons add and subtract, then setTarget based on the number of buttons pushed. This would let any two buttons function the same, which might be bad for your map.
The second option would definitely be bad for my map. The whole point of the 'main' faith plate is to get you around the room and solve various mini-puzzles to progress further onward into the map. The buttons and/or other switches are what get you where you need to go next.
I pretty much understand how logic branches work, it's just a matter of designing and planning out the map one step at a time.
I have a bad habit of overcomplicating a test when I start making it, but at least now I have a good concept.
Or you could use a math_counter with the output outvalue to a logic_case's invalue input. You could make the buttons add and subtract, then setTarget based on the number of buttons pushed. This would let any two buttons function the same, which might be bad for your map.
The second option would definitely be bad for my map. The whole point of the 'main' faith plate is to get you around the room and solve various mini-puzzles to progress further onward into the map. The buttons and/or other switches are what get you where you need to go next.
I pretty much understand how logic branches work, it's just a matter of designing and planning out the map one step at a time.
I have a bad habit of overcomplicating a test when I start making it, but at least now I have a good concept.
Quote from FelixGriffin on August 22, 2013, 8:18 amTry this.
Put an info_target called @faith_target_1 (then @faith_target_2, @faith_target_3...) where you want the player to land for each room.
Then, on the button to switch targets, add OnPressed faithplate SetTarget @faith_target_1 (or 2 or 3 or...).
Now you have a button that points the faithplate towards one particlar room when pressed. Make however many of them you need for the map.
Try this.
Put an info_target called @faith_target_1 (then @faith_target_2, @faith_target_3...) where you want the player to land for each room.
Then, on the button to switch targets, add OnPressed faithplate SetTarget @faith_target_1 (or 2 or 3 or...).
Now you have a button that points the faithplate towards one particlar room when pressed. Make however many of them you need for the map.
Quote from metroid101 on August 22, 2013, 4:42 pmFelixGriffin wrote:Try this.Put an info_target called @faith_target_1 (then @faith_target_2, @faith_target_3...) where you want the player to land for each room.
Then, on the button to switch targets, add OnPressed faithplate SetTarget @faith_target_1 (or 2 or 3 or...).
Now you have a button that points the faithplate towards one particlar room when pressed. Make however many of them you need for the map.
Ah, and then to make sure the buttons also make the door open I just use a logic relay with all the buttons right?
Put an info_target called @faith_target_1 (then @faith_target_2, @faith_target_3...) where you want the player to land for each room.
Then, on the button to switch targets, add OnPressed faithplate SetTarget @faith_target_1 (or 2 or 3 or...).
Now you have a button that points the faithplate towards one particlar room when pressed. Make however many of them you need for the map.
Ah, and then to make sure the buttons also make the door open I just use a logic relay with all the buttons right?