[SOLVED] Cube Won't activate it's outputs AfterB....
Quote from 2jons1 on September 13, 2014, 6:23 pmRustyDios wrote: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. ??
but what if it already has opened the dropper and the cube tuches the trigger it will replay the anim? or is there a way to make it like hold anim when cube is touching it?
My cubes only have an OnFizzled>cube_maker>forcespawn output. This might be a better way for you to set up the entire relationship. ??
but what if it already has opened the dropper and the cube tuches the trigger it will replay the anim? or is there a way to make it like hold anim when cube is touching it?
Quote from quaternary on September 14, 2014, 7:14 pmRustyDios wrote: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..Really depends on the use case. If you're making a goo pit you should use a trigger_multiple with SilentFizzle. Only if you're making some sort of death fizzler (on the left) would it make sense to combine it with the portal cleanser. The difference is that pushing it through a cleanser will make the cube "explode", but SilentFizzle just makes it sort of vanish. None of Valve's maps have cubes that explode when dropping in goo, and on the other hand, none have cubes that simply vanish when passing through fizzlers.
So, for reference -
Goo pit = Trigger Multiple & SilentFizzle stuff with it
Death fizzler = Portal Cleanser, make double sure "Physics objects" is checked(Keep in mind that I have no idea what I'm talking about)
Oh and about delays - make them really long to start, and then shorten them as needed.
Really depends on the use case. If you're making a goo pit you should use a trigger_multiple with SilentFizzle. Only if you're making some sort of death fizzler (on the left) would it make sense to combine it with the portal cleanser. The difference is that pushing it through a cleanser will make the cube "explode", but SilentFizzle just makes it sort of vanish. None of Valve's maps have cubes that explode when dropping in goo, and on the other hand, none have cubes that simply vanish when passing through fizzlers.
So, for reference -
Goo pit = Trigger Multiple & SilentFizzle stuff with it
Death fizzler = Portal Cleanser, make double sure "Physics objects" is checked
(Keep in mind that I have no idea what I'm talking about)
Oh and about delays - make them really long to start, and then shorten them as needed.