Mathcounters Can't count?
there is enabling and disabling involved to prevent them from getting triggered when i don't need them to be, but when they are enabled, the mathcounter activates when only a single trigger is hit rather than the allocated number of triggers needed.
DAFUQ?!
You would not beleive how many times i have had to redo an entire concept due to lack of forsight on how all this is works. This map is gonna be pretty huge
Fracture wrote:
i actually did that, still effing up. Im just gonna replace the triggers with hidden floor buttons, see if that effects it.You would not beleive how many times i have had to redo an entire concept due to lack of forsight on how all this is works. This map is gonna be pretty huge
Hidden floor buttons seems like a bad idea to me. Can you upload a vmf with just the logic you're trying to use?
Usually you'll have:
math counter:
initial value: 0
Max value: 2
OnHitMax <>
OnChangedFromMax <>
button:
Onpressed: math_counter; add; 1
Onunpressed: math_counter; subtract 1 or math_counter; add; -1
trigger_multiple:
OnStartTouch: math_counter; add; 1
OnEndTouch: math_counter; subtract 1/add-1
Make sure the reset interval for the trigger_multiple is also good.
Create a logic_branch for each trigger and set the following outputs on the trigger:
- OnStartTouch: logic_branch; SetValue; 1
- OnEndTouchAll: logic_branch; SetValue; 0
Then create one logic_branch_listener with references to all logic_branch entities involved. Give it the following outputs:
- OnAllTrue: do stuff...
- OnAllFalse: stop doing stuff...
- OnMixed: also stop doing stuff...
Now i got a new error that popped up for the first time for no apparent reason. I have a movelinear as an elevator, i used it several times to test it out along with many elevators under the same design. But all of a sudden an error spammed saying Calculators entities(player and movelinear) At that moment my jump was stunted and i couldnt fire portals anymore
and i only got this error on the one movelinear out of them all
Generally I think that any platform moving upwards (at least in Portal 2) will stop the player from jumping anyway. In Portal 1 I think you could gain momentum if you jump just before the lift stops (this is the same for HL2dm and CS:S)
I believe that error appears when (apparently) a movement is invalid. If the platform is moving incredibly fast, you could create a heap of these errors.
EDIT: i think the damn file has been corrupted, i removed the whole elevator and i still cant fire portals at all within the area. WTF?!