rotating room
Quote from Lpfreaky90 on March 18, 2013, 1:05 amprotoborg wrote:I could have the faces rotate 90 degrees in one direction. Each row or column would rotate in a different direction to "randomize" the combination of faces.well, then use a logic_timer; a few logic_cases and shuffle your thing randomly
well, then use a logic_timer; a few logic_cases and shuffle your thing randomly
Quote from protoborg on March 18, 2013, 2:29 amLpfreaky90 wrote:protoborg wrote:I could have the faces rotate 90 degrees in one direction. Each row or column would rotate in a different direction to "randomize" the combination of faces.well, then use a logic_timer; a few logic_cases and shuffle your thing randomly
That could work nicely. Then when the player enters the room with the cube, they push a series of buttons to rotate the faces until they get the laser lined up correctly. The problem is how do I force the solution when the player gets frustrated? By that I mean how do I provide a "cheat" button that solves the cube for the player if need be?
If someone would be willing to help me with the logic of making this work, I will credit them in the final level somehow. The laser emitters are placed as follows:
http://steamcommunity.com/sharedfiles/f ... =132747733
http://steamcommunity.com/sharedfiles/f ... =132747822I had another picture but I accidentally deleted it from the cloud. I hop these two are helpful in picturing the cube.
well, then use a logic_timer; a few logic_cases and shuffle your thing randomly
That could work nicely. Then when the player enters the room with the cube, they push a series of buttons to rotate the faces until they get the laser lined up correctly. The problem is how do I force the solution when the player gets frustrated? By that I mean how do I provide a "cheat" button that solves the cube for the player if need be?
If someone would be willing to help me with the logic of making this work, I will credit them in the final level somehow. The laser emitters are placed as follows:
http://steamcommunity.com/sharedfiles/f ... =132747733
http://steamcommunity.com/sharedfiles/f ... =132747822
I had another picture but I accidentally deleted it from the cloud. I hop these two are helpful in picturing the cube.
Quote from Lpfreaky90 on March 18, 2013, 4:27 amI'd say the best way to add the cheat button is by writing a script for it.
I'd say the best way to add the cheat button is by writing a script for it.
Quote from srs bsnss on March 18, 2013, 4:59 amPerhaps you could have a separate set of rotating entities that are activated by the cheat button, that only rotate to the correct position, and have the cheat button Kill the original rotating entities.
Monitoring the laser's direction could be difficult, though.
But maybe some logic branches and invisible laser catchers point_laser_targets could do the trick?
You could have outputs to change the travel distance of the second set of rotating entities. Maybe.Just throwing out ideas
Perhaps you could have a separate set of rotating entities that are activated by the cheat button, that only rotate to the correct position, and have the cheat button Kill the original rotating entities.
Monitoring the laser's direction could be difficult, though.
But maybe some logic branches and invisible laser catchers point_laser_targets could do the trick?
You could have outputs to change the travel distance of the second set of rotating entities. Maybe.
Just throwing out ideas
Quote from Naulziator on March 19, 2013, 7:47 pmTopHATTwaffle wrote:I think you may also need to disable the lasers when they are moving, and enable them once they are stopped. I could be wrong though.There is no need for that. The lasers move with the emitters while active, although in a bit of a jittery manner. I've tried a track_train & a func_rotate to use as parents (on separate occasions) and both work dandy enough. Just be sure to make the emitters stop moving if you need them to keep focus on a catcher when they connect.
Make sure to use the Auto Aim option when trying this. It'll keep the jittery motion from interfering with the alignment.
There is no need for that. The lasers move with the emitters while active, although in a bit of a jittery manner. I've tried a track_train & a func_rotate to use as parents (on separate occasions) and both work dandy enough. Just be sure to make the emitters stop moving if you need them to keep focus on a catcher when they connect.
Make sure to use the Auto Aim option when trying this. It'll keep the jittery motion from interfering with the alignment.
Fully recovered and kicking ham!
Now if only the snow and mud goes away (pigs truly hate wet mud!).