Button Instance request

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That Greek Guy
124 Posts
Posted Feb 26, 2012
Hey. I am working a puzzle that only includes faith plates right now but i have a problem. In order for it to work i need to have floor buttons that can be locked/unlocked. (the buttons activate/deactivate the faith plates and i want only one to be able to be pressed at a time).

So can someone please make an instance of this?
Thanks.

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spongylover123
944 Posts
Posted Feb 26, 2012
Replied 3 minutes later
Before I make them,
How many of these buttons are you planning to have?
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That Greek Guy
124 Posts
Posted Feb 26, 2012
Replied 11 minutes later

spongylover123 wrote:
Before I make them,
How many of these buttons are you planning to have?

I have 2 groups of 3 buttons. Only 1 button should be able to be pressed in each group.

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spongylover123
944 Posts
Posted Feb 26, 2012
Replied 41 minutes later
Well, here it is.
It's more of a prefab.
I don't like making instances. for some reason.
Attachments
button2catapult.vmf
0.09 MB 23 downloads
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That Greek Guy
124 Posts
Posted Feb 26, 2012
Replied 1 hour later
Thanks for trying but thats not what i need. The trigger might be disabled but the button prop is still active which is misleading.
I really just need a floor button that locks. If someone can make one that can work on its own(not solely configured for one map) that would be great and very usefull for later.
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spongylover123
944 Posts
Posted Feb 26, 2012
Replied 8 minutes later

That Greek Guy wrote:
Thanks for trying but thats not what i need. The trigger might be disabled but the button prop is still active which is misleading.
I really just need a floor button that locks. If someone can make one that can work on its own(not solely configured for one map) that would be great and very usefull for later.

Attachments
floor_button_black_intact_lockable.vmf
0.01 MB 19 downloads
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MasterLagger
1,695 Posts
Posted Feb 26, 2012
Replied 3 hours later
Couldn't you just place a Weighted Cube on the button you want activated? I realize it may be a bit different than what you want, but I think it would be a little bit more simpler compared to a floor button being locked.
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That Greek Guy
124 Posts
Posted Feb 27, 2012
Replied 4 hours later
Still no luck. I tried to just make my own button and i made it but now theres another problem.

I found a bug with the floor button model.
If i put it as a prop_dynamic it doesn't light correctly. The blue/orange line lights and the icon on it become dark.
It's very strange. I tried changing all the lighting options but it didn't fix it.

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josepezdj
2,386 Posts
Posted Feb 28, 2012
Replied 1 day later

That Greek Guy wrote:
Hey. I am working a puzzle that only includes faith plates right now but i have a problem. In order for it to work i need to have floor buttons that can be locked/unlocked. (the buttons activate/deactivate the faith plates and i want only one to be able to be pressed at a time).

So can someone please make an instance of this?
Thanks.

OK, first of all, I would like to take the liberty of giving you an advice: do not ask other people to do the work for you! there's no other way of improving your mapping skills than trying, trying, trying.

Secondly, regarding your question, I think the clue is making a pair of logic_relays for each button. Each pair would be called "On" (enables the corresponding faith plate's trigger) and "Off" (disables the corresponding faith plate's trigger). And also each of them will "CancelPending" the rest of them all. And do not forget to set each of the faith plates' triggers "Start disabled". For example, let's imagine 3 buttons:

Button 1:
OnPressed > Button_1_Relay_on > Trigger
OnUnPressed > Button_1_Relay_off > Trigger

Button_1_Relay_on:
OnTrigger > Button_1_Relay_off > CancelPending / delay: 0.00
OnTrigger > Button_2_Relay_on > CancelPending / delay: 0.00
OnTrigger > Button_2_Relay_off > CancelPending / delay: 0.00
OnTrigger > Button_3_Relay_on > CancelPending / delay: 0.00
TnTrigger > Button_3_Relay_off > CancelPending / delay: 0.00
OnTrigger > Faith_plate_1_Trigger > Enable / delay: 0.20 secs.

Button_1_Relay_off:
OnTrigger > Button_1_Relay_on > CancelPending / delay: 0.00
OnTrigger > Button_2_Relay_on > CancelPending / delay: 0.00
OnTrigger > Button_2_Relay_off > CancelPending / delay: 0.00
OnTrigger > Button_3_Relay_on > CancelPending / delay: 0.00
OnTrigger > Button_3_Relay_off > CancelPending / delay: 0.00
OnTrigger > Faith_plate_1_Trigger > Disable / delay: 0.20 secs.

... and the similar setting for the rest of pairs of relays (shouldn't I write them all down, should I?).

This way you assure that only the button you press is enabled, and all the rest disabled.

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Brainstone
401 Posts
Posted Feb 28, 2012
Replied 4 hours later
Can you tell me why you don't just give the player one single cube or why you don't change the buttons to laser catchers? This way, only one can be activated gameplay-wise, not programmed.
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MasterLagger
1,695 Posts
Posted Feb 28, 2012
Replied 7 hours later
You could also just make a button out of prop_dynamics instead of using a prop_floor_button. I've done it before when I experimented with Portal 1 mapping. You could also try using the prop_button that you press with the USE key (E is default) to make things a little more simpler.

I realize what you're trying to create, but if other people were playing your map, would they understand the concept you're trying to create with floor buttons? It just doesn't seem "correct" for a floor button to be used that way unless a Cube was placed on it instead of the floor button locking after being pressed.

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spongylover123
944 Posts
Posted Feb 28, 2012
Replied 9 minutes later
This is my last attempt, then if this doesn't work. Then sorry, I can't help you.
i haven't tested this yet.
if you can still push the button, then make the brush taller.
Attachments
floor_button_black_intact_lockable.vmf
0.01 MB 21 downloads