Using an artificial cube image

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Soundlogic
169 Posts
Posted Oct 02, 2011
I am using an artificial cube image, which means I have a prop dynamic that I am trying to make light up when the cube should light up. The current way I'm doing it is that the button fires user4 when pressed on the activator, and fires user3 when unpressed, which works as long as two things don't press the button at once, but if two things press it at once, then it it breaks down. Any ideas?
Thank you,
Sound Logic
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Random
171 Posts
Posted Oct 02, 2011
Replied 1 hour later
I'm not 100% sure what you want or what you've already done, but I'm thinking you would have to use at minumum two triggers to avoid conflict. One would only detect cubes, to make the cube light up*, and a second trigger would detect everything. I would have it add to a math_counter with a maximum of 1 so it won't be triggered again if a new object presses it, and that counter would be what actually fires the outputs for the button. You can deactivate the math_counter with an EndTouchAll output from the trigger.

*If the only type of object that can push the button is the same type of cube, you could get by with one trigger and the
!activator tag, otherwise you risk the other objects nonsensically changing skins when brought to the button.
Alternatively you could use a third trigger in place of the math_counter. I can't think of anything less complicated.

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Soundlogic
169 Posts
Posted Oct 02, 2011
Replied 3 minutes later
OK, does anyone know how to make the trigger match the prop_floor_button behavior?
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Random
171 Posts
Posted Oct 02, 2011
Replied 7 minutes later
I don't believe you can make props activate buttons, so the button itself should be a prop_dynamic to which the trigger fires to play the up and down animations.

Can you not just shape the brush? I think a six or even eight sided trigger could be accurate enough, that's how it had to be done in the old ages of Portal 1.

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Soundlogic
169 Posts
Posted Oct 02, 2011
Replied 2 minutes later
I know, but the problem is that I can't figure out how to make it match the region that is supposed to trigger the button.
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Vordwann
767 Posts
Posted Oct 02, 2011
Replied 1 hour later
It's definately in the source code of the game? methinks...
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Soundlogic
169 Posts
Posted Oct 02, 2011
Replied 13 minutes later
I didn't think we had access to the source code for the game. Did valve release it?
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Vordwann
767 Posts
Posted Oct 02, 2011
Replied 3 hours later
No we don't have all of the source code, just the file that defines all of the entities.
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Soundlogic
169 Posts
Posted Oct 02, 2011
Replied 1 hour later
So is there a place where I can find what determines the volume that can activate the button?