Please help with a weird cube dropper problem
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:
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box_dropper drops 2 cubes each time now.
-
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.
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 reflector cube is number "2". "0" is the standard weighted cube. "1" is the WCC...
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.
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!
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.
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.