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Please help with a weird cube dropper problem

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josepezdj wrote:
You can simply use the item dropper that the PTI (the DLC2) brought to us: "sdk_content/maps/instances/p2editor/item_dropper.VMF". It is ready for any situation, one dropper or multiple ones in the same chamber, and it works great.... as long as you remember to name each of them differently ;)

For "$cube type", the value is just "????" What should I enter to get a reflector cube? It's not a pulldown menu. Is there a number to enter? a particular word?

The new dropper from the PTI isn't working at all. I press the button, and no cube gets dropped. I deleted the button's output to create a new one, and I notice that my only options for "via this input" are "instance: counter: Add" and "instance: counter: Subtract". :angrysquare:

Changing $connectioncount" to 1 got it working. Now I need to know how to change the standard cube to a reflector cube.

Haha, calm down, man. You usually will use a pedestal button with the dropper, well, just use the "Add" output OnButtonPress, and the "Substract" output OnButtonReset (or the like in the case that you use logic_relays).

The reflector cube is number "2". "0" is the standard weighted cube. "1" is the WCC...

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I'm calm, even if my smileys aren't. :)

It now drops a reflector cube, but only one and nothing after. There's a $disable_autorespawn that's currently set to "???". Should the value be a number or a word?

josepezdj wrote:
... and the "Substract" output OnButtonReset...

This worked for respawning the cubes, although it behaves a little strangely. The cube doesn't fizzle when it hits the goo below the dropper. It seems to just stay beneath the surface and it only fizzles when I step on the button again. Is there a way to make it fizzle as soon as it hits the goo, the way cubes normally do?

I'm making progress here. Thanks again.

Maybe this will help you in some way. Try using the gameplay/[name of the dropper instance]_multiple.vmf version of the droppers and remove the @ symbols from the I/O. Thats how I got this problem solved (removing @ from regular droppers didnt do it). Im not sure if there are "_multiple" versions for every type if cubes, but if not, you can always edit the instances and save them.

Edit: Woops, someone suggested it before.

Lunch wrote:
This worked for respawning the cubes, although it behaves a little strangely. The cube doesn't fizzle when it hits the goo below the dropper. It seems to just stay beneath the surface and it only fizzles when I step on the button again. Is there a way to make it fizzle as soon as it hits the goo, the way cubes normally do?

I'm making progress here. Thanks again.

All the droppers are now working properly, except for this minor anomaly, and I can live with it. :)

Thanks!

Put a trigger_multiple in the goo (in flags uncheck "clients" and check "physic objects"). Add an output that OnStartTouch sends a SilentDissolve input to the "!activator". (!activator is a special name that refers to the thing that caused this output sequence, for triggers it's the object that touched the trigger. SilentDisslolve disintegrates cubes properly without the effects.) Add another output which Kills the !acitvator after 0.2 seconds or so to get rid of stuff like turrets. (Killing a cube won't let it trigger the respawn logic, so SilentDissolve must happen first.)

If you haven't already you also need a trigger_hurt. Make them about 32 units below the surface, so players can't see things dissapearing.

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Maps:
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TeamSpen210 wrote:
Put a trigger_multiple in the goo (in flags uncheck "clients" and check "physic objects"). Add an output that OnStartTouch sends a SilentDissolve input to the "!activator". (!activator is a special name that refers to the thing that caused this output sequence, for triggers it's the object that touched the trigger. SilentDisslolve disintegrates cubes properly without the effects.) Add another output which Kills the !acitvator after 0.2 seconds or so to get rid of stuff like turrets. (Killing a cube won't let it trigger the respawn logic, so SilentDissolve must happen first.)

If you haven't already you also need a trigger_hurt. Make them about 32 units below the surface, so players can't see things dissapearing.

Thanks. I definitely have a trigger_hurt to kill the player. I'll add this too.

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