Trigger a light?
Quote from Mek on August 4, 2008, 4:26 pmVagrantone0 wrote:What I also want to happen is a light to turn on outside the door, signifying that said room was completed.
I'm trying to use the same trigger to activate the light, but its not working and I can't figure out how to get it to work.Have you tried to activate something other via that very same trigger? You could possibly use the indicator signs instead of lights. But if you get the lights working, green and red ones would be cool *just imagining that*
Vagrantone0 wrote:... but I don't have any cameras so I don't have to worry about that.destroying vital testing apparatus like cameras is fun
I'm trying to use the same trigger to activate the light, but its not working and I can't figure out how to get it to work.
Have you tried to activate something other via that very same trigger? You could possibly use the indicator signs instead of lights. But if you get the lights working, green and red ones would be cool *just imagining that*
destroying vital testing apparatus like cameras is fun
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Quote from Vagrantone0 on August 4, 2008, 4:33 pmThen I suppose they are smarter that the mapper and have figured out a shortcut, which may or maynot be eliminated during the debugging test phase before official release of the map.
I don't plan on having any physics objects in the hall or lobby of the map, and to prevent the player from using the cube, or any other physics objects from one room to unlock the doors of the other rooms I could just add a trigger_remove fizzler thats flagged to remove physics objects at the door to each room. That way no physics objects are allowed to leave said rooms.
My problem involving turning on a light still hasn't been solved though...
In the lobby each door is numbered using the "domino" dot overlays. My idea was for a light positioned infront of the overlay to turn on, which brightens the overlay making it appear to light up.
If I can't achieve this then I suppose I would have to do something like indicators instead.EDIT:
I just solved my problem. I was trying to use TurnOn for the trigger input, the target being the light in the lobby. Well, I just switched the input to Toggle, and flagged the light to being initially dark. Now it does exactly what I want it to do.
I can't believe I didn't try this before. I swear I had tried this but I guess not.
I also added a physics object remover so the player isn't allowed to bring objects out of the rooms.Thank you everyone who helped with various things, I've learned much.
This thread could probably be closed now.
Then I suppose they are smarter that the mapper and have figured out a shortcut, which may or maynot be eliminated during the debugging test phase before official release of the map.
I don't plan on having any physics objects in the hall or lobby of the map, and to prevent the player from using the cube, or any other physics objects from one room to unlock the doors of the other rooms I could just add a trigger_remove fizzler thats flagged to remove physics objects at the door to each room. That way no physics objects are allowed to leave said rooms.
My problem involving turning on a light still hasn't been solved though...
In the lobby each door is numbered using the "domino" dot overlays. My idea was for a light positioned infront of the overlay to turn on, which brightens the overlay making it appear to light up.
If I can't achieve this then I suppose I would have to do something like indicators instead.
EDIT:
I just solved my problem. I was trying to use TurnOn for the trigger input, the target being the light in the lobby. Well, I just switched the input to Toggle, and flagged the light to being initially dark. Now it does exactly what I want it to do.
I can't believe I didn't try this before. I swear I had tried this but I guess not.
I also added a physics object remover so the player isn't allowed to bring objects out of the rooms.
Thank you everyone who helped with various things, I've learned much.
This thread could probably be closed now.
Quote from bizob on August 4, 2008, 5:45 pmGlad you got it work. I'm still baffled as to why using TurnOn didn't work, it should have worked, you had it set up right based on everything you posted. Oh well, one of life's little mysteries I suppose. The toggle option may actually be a better solution in your case. If the player removes the cube from the "keyhole" it will turn the light off for you. I've used the toggle option as well but in one case had to go back to TurnOn/TurnOff because the toggle would sometimes get off, the light would be on when it should have been off, but this was a unique situation and had to do with timing and multiple triggers and such. Can't wait to see this map, all this talking about it has peeked my interest.
Glad you got it work. I'm still baffled as to why using TurnOn didn't work, it should have worked, you had it set up right based on everything you posted. Oh well, one of life's little mysteries I suppose. The toggle option may actually be a better solution in your case. If the player removes the cube from the "keyhole" it will turn the light off for you. I've used the toggle option as well but in one case had to go back to TurnOn/TurnOff because the toggle would sometimes get off, the light would be on when it should have been off, but this was a unique situation and had to do with timing and multiple triggers and such. Can't wait to see this map, all this talking about it has peeked my interest.
Quote from Vagrantone0 on August 4, 2008, 5:58 pmWell, using toggle is working exactly the way I want it so far. You said removing the box from the trigger should turn the light off, but it doesn't. I have been removing the box from the trigger to test the physics object fizzler at the exit, and upon leaving the room and entering the lobby the light I turned on is still on. Perhaps if I triggered the light with the box (turning it on), then removed it, then retriggered it the light would be off again. Which wouldn't be ideal, and could happen if the player didn't leave the room before the door automatically closed.
I should be able to remedy this by checking the "Fire Only Once" box, though.I'm glad to hear that you are interested in my map. It is turning out pretty nice, and I'm looking forward to making more rooms. Right now I've only completed the first room. I have 7 more to do. Coming up with ideas will be a chore.
Hopefully the map doesn't get too big or I'll have to cut 4 of the rooms to save on space.
Well, using toggle is working exactly the way I want it so far. You said removing the box from the trigger should turn the light off, but it doesn't. I have been removing the box from the trigger to test the physics object fizzler at the exit, and upon leaving the room and entering the lobby the light I turned on is still on. Perhaps if I triggered the light with the box (turning it on), then removed it, then retriggered it the light would be off again. Which wouldn't be ideal, and could happen if the player didn't leave the room before the door automatically closed.
I should be able to remedy this by checking the "Fire Only Once" box, though.
I'm glad to hear that you are interested in my map. It is turning out pretty nice, and I'm looking forward to making more rooms. Right now I've only completed the first room. I have 7 more to do. Coming up with ideas will be a chore.
Hopefully the map doesn't get too big or I'll have to cut 4 of the rooms to save on space.
Quote from bizob on August 4, 2008, 8:00 pmVagrantone0 wrote:Well, using toggle is working exactly the way I want it so far. You said removing the box from the trigger should turn the light off, but it doesn't. I have been removing the box from the trigger to test the physics object fizzler at the exit, and upon leaving the room and entering the lobby the light I turned on is still on. Perhaps if I triggered the light with the box (turning it on), then removed it, then retriggered it the light would be off again. Which wouldn't be ideal, and could happen if the player didn't leave the room before the door automatically closed.
I should be able to remedy this by checking the "Fire Only Once" box, though.I'm glad to hear that you are interested in my map. It is turning out pretty nice, and I'm looking forward to making more rooms. Right now I've only completed the first room. I have 7 more to do. Coming up with ideas will be a chore.
Hopefully the map doesn't get too big or I'll have to cut 4 of the rooms to save on space.I'm sorry. I forgot to mention you will need to add an output to your trigger to make it turn off. OnEndTouch>LightName>Toggle
Box in=light on; box out=light off.If the map gets too big for one file just split into two sections. You could use an elevator but don't necessarily have to.
I should be able to remedy this by checking the "Fire Only Once" box, though.
I'm glad to hear that you are interested in my map. It is turning out pretty nice, and I'm looking forward to making more rooms. Right now I've only completed the first room. I have 7 more to do. Coming up with ideas will be a chore.
Hopefully the map doesn't get too big or I'll have to cut 4 of the rooms to save on space.
I'm sorry. I forgot to mention you will need to add an output to your trigger to make it turn off. OnEndTouch>LightName>Toggle
Box in=light on; box out=light off.
If the map gets too big for one file just split into two sections. You could use an elevator but don't necessarily have to.
Quote from Mek on August 5, 2008, 7:08 amsbrown wrote:I read somewhere for Physics object (cube) the cube has to be named 'cube'not really, it was "box" and it was for the filter_activator_name if I remember correctly. But he is not using filters in his map (yet)
not really, it was "box" and it was for the filter_activator_name if I remember correctly. But he is not using filters in his map (yet)
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108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.
Quote from sbrown on August 5, 2008, 11:51 amMek wrote:not really, it was "box" and it was for the filter_activator_name if I remember correctly. But he is not using filters in his map (yet)No, it was a flag in the trigger i think
No, it was a flag in the trigger i think
Quote from msleeper on August 5, 2008, 3:10 pmCorrect, if you want your fizzler to fire an output on the OnDestroyBox output, you need to name your cube "box". That is the only reason or benefit for doing so.
Correct, if you want your fizzler to fire an output on the OnDestroyBox output, you need to name your cube "box". That is the only reason or benefit for doing so.
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Quote from Vagrantone0 on August 5, 2008, 3:43 pmyou can close this now...
you can close this now...