Open Random Door by Button
Quote from sssummer on March 9, 2008, 12:48 amIn my map I have a large square room separated by 4 walls, thus making 6 tiny rooms all equal in size. the walls are all func_door 's and there are 4 buttons spread out through the rooms. What I want to know is how to make each one of the buttons open a random door out of let's say 2 choices. But a button can only be pressed once unless another button is pressed in 10-15 seconds. (I haven't decided a number yet.) However if a button is not pressed in that time period, a trap door will open with a path back to the beginning corresponding with which room the player is in at the time.
I realize this is very challenging, (I think.) and I know it will be very time consuming; and sorry for the confusing question and I hope it all makes sense. Thanks in advance!
-sssummer
In my map I have a large square room separated by 4 walls, thus making 6 tiny rooms all equal in size. the walls are all func_door 's and there are 4 buttons spread out through the rooms. What I want to know is how to make each one of the buttons open a random door out of let's say 2 choices. But a button can only be pressed once unless another button is pressed in 10-15 seconds. (I haven't decided a number yet.) However if a button is not pressed in that time period, a trap door will open with a path back to the beginning corresponding with which room the player is in at the time.
I realize this is very challenging, (I think.) and I know it will be very time consuming; and sorry for the confusing question and I hope it all makes sense. Thanks in advance!
-sssummer
Quote from rellikpd on March 9, 2008, 5:21 amsssummer wrote:In my map I have a large square room separated by 4 walls, thus making 6 tiny rooms all equal in size. the walls are all func_door 's and there are 4 buttons spread out through the rooms. What I want to know is how to make each one of the buttons open a random door out of let's say 2 choices. But a button can only be pressed once unless another button is pressed in 10-15 seconds. (I haven't decided a number yet.) However if a button is not pressed in that time period, a trap door will open with a path back to the beginning corresponding with which room the player is in at the time.I realize this is very challenging, (I think.) and I know it will be very time consuming; and sorry for the confusing question and I hope it all makes sense. Thanks in advance!
-sssummer
lol ALL your questions are confusing lol j/k. but i have to goto work right now, i'll try to think of a solution at work. IF i think of anything i'll post back tonight
I realize this is very challenging, (I think.) and I know it will be very time consuming; and sorry for the confusing question and I hope it all makes sense. Thanks in advance!
-sssummer
lol ALL your questions are confusing lol j/k. but i have to goto work right now, i'll try to think of a solution at work. IF i think of anything i'll post back tonight
Quote from thehermit2 on March 9, 2008, 7:23 amI'm not entirely sure what effect you are going for, but I would recommend starting with a logic_case.
You can trigger the logic_case using the parameter "PickRandom" when the button is pressed and it will randomly select one of up to sixteen cases (but only out of those for which you have entered a value for that case, so as few as two). Make a logic_relay for each case and set the logic_case to output "OnCaseNN target entity <name of logic_relay> target input "trigger".
You should need to make a logic case for each time you need a random output, so one for each button.
As far as the second part, I'm not sure if you are doing this in a chain pattern where the player can only reach one other button at a time, or if the player will be able to reach all of the buttons at once.
If a chain, you can simply disable all but the first button and have that button enable the next one for however many seconds you need it to, then disable it again when the time has run out and open the return exit. Then when that button is pressed it should enable the next one for however long, and so forth.
If on the other hand all the buttons are accessible at once, I would recommend using a math_counter and just reset the value whenever the time runs out.
I played around with a chain of button pushes in what would have been my entry for the January map contest if I'd gotten it more than halfway finished. I remember I had some trouble getting the chain to work correctly, although I don't remember exactly why. I think maybe the buttons would keep doing whatever they were set to do even when the time for the previous button ran out.
What I ultimately ended up doing was having a single timer that represented the total amount of time the player could take to finish the puzzle, and I used a math_counter to keep track of how many buttons the player had pressed. If the player exceeded the total time then the puzzle reset itself and the player had to start over.
I hope this was helpful. Good luck!
I'm not entirely sure what effect you are going for, but I would recommend starting with a logic_case.
You can trigger the logic_case using the parameter "PickRandom" when the button is pressed and it will randomly select one of up to sixteen cases (but only out of those for which you have entered a value for that case, so as few as two). Make a logic_relay for each case and set the logic_case to output "OnCaseNN target entity <name of logic_relay> target input "trigger".
You should need to make a logic case for each time you need a random output, so one for each button.
As far as the second part, I'm not sure if you are doing this in a chain pattern where the player can only reach one other button at a time, or if the player will be able to reach all of the buttons at once.
If a chain, you can simply disable all but the first button and have that button enable the next one for however many seconds you need it to, then disable it again when the time has run out and open the return exit. Then when that button is pressed it should enable the next one for however long, and so forth.
If on the other hand all the buttons are accessible at once, I would recommend using a math_counter and just reset the value whenever the time runs out.
I played around with a chain of button pushes in what would have been my entry for the January map contest if I'd gotten it more than halfway finished. I remember I had some trouble getting the chain to work correctly, although I don't remember exactly why. I think maybe the buttons would keep doing whatever they were set to do even when the time for the previous button ran out.
What I ultimately ended up doing was having a single timer that represented the total amount of time the player could take to finish the puzzle, and I used a math_counter to keep track of how many buttons the player had pressed. If the player exceeded the total time then the puzzle reset itself and the player had to start over.
I hope this was helpful. Good luck!
Quote from sssummer on March 9, 2008, 2:49 pmGreat help! And for more explanation of my second question, when a player presses a button, the two doors that open are both accessible at the time, and a button will be in at least one room he/she has access to.
Great help! And for more explanation of my second question, when a player presses a button, the two doors that open are both accessible at the time, and a button will be in at least one room he/she has access to.
Quote from rellikpd on March 10, 2008, 1:03 amsssummer wrote:bump, still need helpyou barely started this thread yesterday... and you're already bumping it?
you barely started this thread yesterday... and you're already bumping it?
Quote from sssummer on March 10, 2008, 4:17 pmrellikpd wrote:you barely started this thread yesterday... and you're already bumping it?
sry didn't realize it was that recent.. I did this on my psp and dates are all screwed up on it... sorry again
sry didn't realize it was that recent.. I did this on my psp and dates are all screwed up on it... sorry again