One box dropper for 2 cubes?

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boom.headshot
19 Posts
Posted May 15, 2011
Hello, here's my problem, I have 2 reflector cubes in my map, and when one gets fizzled, I want another to come down through a box dropper. I've got it set up alright, the first cube I fizzle works good, another comes down. If I fizzle the cube that came down the box dropper, it still works good, but as soon as the other cube gets fizzled, another comes down but it fizzles the second one already in the map. Lol, I hope that makes sense, but any ideas of how to fix this?

Edit: wrong board D:

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msleeper
4,136 Posts
Admin
Posted May 15, 2011
Replied 24 minutes later
Try looking at how Valve does it, I'm not 100% sure the proper way of naming and spawning cubes. I bet there is an instance for it too.
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HarryColquhoun
12 Posts
Posted May 16, 2011
Replied 14 hours later
When I need to do that. I use two different templates and spawners, and treat them like two different droppers, but within the same model
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boom.headshot
19 Posts
Posted May 17, 2011
Replied 13 hours later
I still can't quite figure it out, I'm pretty new to mapping... I had to resort to using 2 box droppers, just had to modify the regular cube dropper multiple to do it with reflect cubes instead...
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BaDOS
12 Posts
Posted May 17, 2011
Replied 2 hours later
Put the logic and box templates for two boxes in the one dropper, and link them both to the dropper's logic. I think there's also a 'dropper multiple' instance, which might do that. Not sure.
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DaMaGepy
361 Posts
Posted May 17, 2011
Replied 1 hour later
In portal 1 I forcespawned 5 box at mapstart (delayed), cleared th env_entity_maker's all flag, made a math_counter, and a logic_timer. And added an event every fizzler around, that ondissolvebox they increase the counter (queue a box) and enable the timer. The timer forcespawned a box every 5 sec, util its value reach zero again, then disabled itself. So evein if there were 5 box and they got fizzled at the same time, it just spawned a new box every 5 sec till there were 5 again.
I can make a portal 2 map example if u want, or just download my p1 map3's source from http://heroes.hardwired.hu/portal it can be loaded into portal2 too just to check the room with 5 button and fizzlers above them.

So basically it doesnt matter how many cube you spawn at mapstart (or with a trigger using forcespawn), whenever a box is destroyed by specific fizzlers, it adds one to the queue, and with the timer the dropper spawns a new one and substracts 1 untill there are no cubes in th queue. Should work in portal 2 too, but I guess its better to have only one boxtype in that room

the 2 spawner in one dropper is good too, but the spawners should be at different height, and if the 2 cube dies almost at the same time, the 2 dropped cube can stuck in the dropper.