Please help with a weird cube dropper problem

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Lunch
85 Posts
Posted Aug 30, 2014
Oops. Sorry. Stand by while I fix the formatting of my post.
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Lunch
85 Posts
Posted Aug 30, 2014
Replied 16 minutes later
Okay. Sorry. Here we go:

This is a lengthy post with images, sorry.

I now have three cube droppers in my map. The first one dropped reflecto cubes, and it worked perfectly. You press the button, you get a cube and the previous cube fizzles.

This is the info for that one, which is named "box_dropper":

Here's its input:

This is the info for the corresponding button, named "button1":

and this is its output:

Okay. My second dropper drops regular cubes, and I'm having no problem at all. The PROBLEM came when I created my third dropper, which is a second reflecto cube dropper two floors down.

This is the info for the other reflecto cube dropper, named "box_dropper3":

This is its input:

The corresponding button is "basement_button1"

And here is its output:

Specific problems:

  1. box_dropper drops 2 cubes each time now.

  2. box_dropper3 never drops ANY cubes, but when I press basement_button1, I can hear box_dropper working upstairs (its current cube fizzles and a new one falls). How is it possible that basement_button1 is affecting box_dropper, based on the info and I/O I've shown you?

Thanks for reading. I'm sure there's something simple that I've screwed up or overlooked. I just need a second pair of eyes to spot it and clue me in.

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TeamSpen210
608 Posts
Posted Aug 30, 2014
Replied 16 minutes later
You need to use the "multiple" versions for it to work properly. Valve for some reason decided to name them with the @ prefix, which prevents the automatic renaming to ensure multiple versions of the same instance don't mess with each other.
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Lunch
85 Posts
Posted Aug 30, 2014
Replied 7 minutes later
Does each need to be a "multiple" version, or only one of them?
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TeamSpen210
608 Posts
Posted Aug 30, 2014
Replied 6 minutes later
Do it with all of them anyway. It'll always work as the multiple version, but not the other way round. If you look in the downloads here under "other" there is a few alternate cubedropper instances you could always use instead.
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Lunch
85 Posts
Posted Aug 31, 2014
Replied 19 hours later
There doesn't appear to be a "multiple" version of the reflecto cube dropper -- only a standard cube.
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Lunch
85 Posts
Posted Aug 31, 2014
Replied 3 minutes later
Valve suggested removing the @ symbol from the I/O targets, and now neither dropper works. FML.
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TeamSpen210
608 Posts
Posted Aug 31, 2014
Replied 4 minutes later
Open the standard multiple dropper and save it under a new filename. Then you can find the cube and change its type to a reflective one (set the "use new skins" property to 1 as well).
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Lunch
85 Posts
Posted Aug 31, 2014
Replied 2 minutes later
Thanks. I appreciate all this help.
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josepezdj
2,386 Posts
Posted Aug 31, 2014
Replied 14 minutes later
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
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Lunch
85 Posts
Posted Aug 31, 2014
Replied 17 minutes later

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?

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Lunch
85 Posts
Posted Aug 31, 2014
Replied 18 minutes later
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".
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Lunch
85 Posts
Posted Aug 31, 2014
Replied 17 minutes later
Changing $connectioncount" to 1 got it working. Now I need to know how to change the standard cube to a reflector cube.
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josepezdj
2,386 Posts
Posted Aug 31, 2014
Replied 6 minutes later
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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Lunch
85 Posts
Posted Aug 31, 2014
Replied 9 minutes later
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?

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Lunch
85 Posts
Posted Aug 31, 2014
Replied 10 minutes later

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.

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GameBurger
93 Posts
Posted Aug 31, 2014
Replied 19 minutes later
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.

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Lunch
85 Posts
Posted Aug 31, 2014
Replied 18 minutes later

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!

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TeamSpen210
608 Posts
Posted Aug 31, 2014
Replied 1 hour later
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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Avatar
Lunch
85 Posts
Posted Aug 31, 2014
Replied 28 minutes later

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.