[SOLVED] Cube Won't activate it's outputs AfterB....
Quote from 2jons1 on September 13, 2014, 8:57 ami made out puts that open the dropper and makes the maker for the cube spawn it again then close the dropper ,but the cube disappear, help? Thurt = trigger_hurt
i made out puts that open the dropper and makes the maker for the cube spawn it again then close the dropper ,but the cube disappear, help? Thurt = trigger_hurt
Quote from Gemarakup on September 13, 2014, 3:04 pmDoes trigger hurt work with Fizzling or silentfizzling? Try with a trigger multiple. Also, make sure you have physics objects flagged.
Does trigger hurt work with Fizzling or silentfizzling? Try with a trigger multiple. Also, make sure you have physics objects flagged.
Quote from 2jons1 on September 13, 2014, 4:05 pmwell it does not use silentfizzle. ill try what you suggested.
yishbarr wrote:Does trigger hurt work with Fizzling or silentfizzling? Try with a trigger multiple. Also, make sure you have physics objects flagged.
well it does not use silentfizzle. ill try what you suggested.
Quote from 2jons1 on September 13, 2014, 4:23 pmyishbarr wrote:Does trigger hurt work with Fizzling or silentfizzling? Try with a trigger multiple. Also, make sure you have physics objects flagged.Here's the output for the cube:
And Here's the output for the trigger multiple i changed the thurt into:
hope this helps to analyze my problem
Here's the output for the cube:
And Here's the output for the trigger multiple i changed the thurt into:
hope this helps to analyze my problem
Quote from reepblue on September 13, 2014, 4:29 pmFix your logic. Move all the outputs from the cube to to a logic_relay, then make the cube fire an output to the logic_relay that controls the dropper logic like:
- Code: Select all
OnFizzled->relay_dropper->Trigger->0.00
Why are you using trigger_hurt? a trigger_multiple should work just fine...
Fix your logic. Move all the outputs from the cube to to a logic_relay, then make the cube fire an output to the logic_relay that controls the dropper logic like:
- Code: Select all
OnFizzled->relay_dropper->Trigger->0.00
Why are you using trigger_hurt? a trigger_multiple should work just fine...
The more you give, the less appreciated it will be received.
Quote from 2jons1 on September 13, 2014, 4:36 pmreepblue wrote:Why are you using trigger_hurt? a trigger_multiple should work just fine...dunno, though that would work
dunno, though that would work
Quote from 2jons1 on September 13, 2014, 4:38 pmreepblue wrote:Fix your logic. Move all the outputs from the cube to to a logic_relay, then make the cube fire an output to the logic_relay that controls the dropper logic like:
- Code: Select all
OnFizzled->relay_dropper->Trigger->0.00
i did it but the env ent maker wont spawn the cube
EDIT: i think i forgot put the cube name in the "thing to spawn here" in env ent maker
but it says: point template to spawn here".
- Code: Select all
OnFizzled->relay_dropper->Trigger->0.00
i did it but the env ent maker wont spawn the cube
EDIT: i think i forgot put the cube name in the "thing to spawn here" in env ent maker
but it says: point template to spawn here".
Quote from reepblue on September 13, 2014, 4:41 pmEDIT: Oh ok.
EDIT: Oh ok.
The more you give, the less appreciated it will be received.
Quote from 2jons1 on September 13, 2014, 4:45 pmreepblue wrote:Make sure it's loading the template entity which is templating the cube.it works but i put the delay on the closing anim at 0.70 delay
and button 0.40 but the relay that is activated by cube is making the closing anim go too fast. forcespawn 0.05 delay
it works but i put the delay on the closing anim at 0.70 delay
and button 0.40 but the relay that is activated by cube is making the closing anim go too fast. forcespawn 0.05 delay
Quote from RustyDios on September 13, 2014, 6:18 pmWhy are you using a trigger_hurt/multiple ... surely you should be using a trigger_portal_cleanser ... if you want it to only fizzle cubes/turrets, tick the physics object box and un-tick the player box..
Also this might be a better way of firing your open/close animations... in my custom dropper I have a trigger_multiple "surrounding" the dropper opening by 32 units top and bottom (128x128 square). It has the following outputs: OnStartTouch>dropper>open, OnEndTouch>dropper>close. This ensures that if there is a cube "touching" the opening it will open(ie a cube has dropped down the pipe) and once the cube has left the opening(fallen through) the dropper closes. No need to waste time setting up delays correctly.
My cubes only have an OnFizzled>cube_maker>forcespawn output. This might be a better way for you to set up the entire relationship. ??
Why are you using a trigger_hurt/multiple ... surely you should be using a trigger_portal_cleanser ... if you want it to only fizzle cubes/turrets, tick the physics object box and un-tick the player box..
Also this might be a better way of firing your open/close animations... in my custom dropper I have a trigger_multiple "surrounding" the dropper opening by 32 units top and bottom (128x128 square). It has the following outputs: OnStartTouch>dropper>open, OnEndTouch>dropper>close. This ensures that if there is a cube "touching" the opening it will open(ie a cube has dropped down the pipe) and once the cube has left the opening(fallen through) the dropper closes. No need to waste time setting up delays correctly.
My cubes only have an OnFizzled>cube_maker>forcespawn output. This might be a better way for you to set up the entire relationship. ??