[func_instance] Problem with orientation of wall_toggle

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Freakwave
8 Posts
Posted May 25, 2012
Hey Guys,

i've played the map gelocity. there are some areas, where when you ping on them you trigger something.

I rebuild these areas, but because i need a few i decided to make an instance of them (first try to make an instance ever).

And the problems began...

I have 2 wall_toggles in this instance as an indicator, if this area triggered. But these wall_toggles doesn't rotate with the instance. Their orientation is constantly the same.

Here some pics of this problem:

Instance alone in Hammer:
http://www.pic-upload.de/view-14349073/hammer.jpg.html

2 Instances inside map in Hammer (1 turned and 1 in right orientation):
http://www.pic-upload.de/view-14349075/hammer2.jpg.html

As you see the orientation is normal, like it should be. But when i start the game:
http://www.pic-upload.de/view-14349076/portal2-2012-05-25-14-20-45-82.jpg.html

The turned (blue) wall_toggle isn't turned anymore.

And then the next problem appears:
When i try to tigger, then the blue wall_toggle should be toggled and the (invisible) red one should be toggled too. But they aren't toggled.
A external sprite is toggled properly, thefore the toggeling is (mainly) allright.
http://www.pic-upload.de/view-14349084/portal2-2012-05-25-14-21-04-23.jpg.html

But it isn't that the wall_toggle is unreachable for the instance. The disabled (i just changed the color) wall_toggle of the other instance can be enabled if i press a button.
http://www.pic-upload.de/view-14349085/portal2-2012-05-25-14-23-19-21.jpg.html

But this one can't be toggled too.

Here you can download my instance-vmt:https://dl.dropbox.com/s/szstl6x614xj9jr/ping-detector.vmf?dl=1

Do you have a soloution for my problems?

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FelixGriffin
2,680 Posts
Posted May 25, 2012
Replied 1 hour later
I'm sorry, but I can't help with the first problem.

With the second, do you have a func_instance_io_proxy to toggle through? Or are you using their fixed-up names directly?

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Freakwave
8 Posts
Posted May 25, 2012
Replied 7 minutes later
there's a trigger_ping_detector, which triggers the func_instance_io_proxy for an output and a logic_relay for the toggeling of the wall_toggles.

Edit: I tested placing another wall_toggle. But this one doesnt change his orientation anyway. Does this bug appear only by me?

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ChickenMobile
2,460 Posts
Posted May 25, 2012
Replied 11 hours later
Some entities' rotation cannot be changed by the rotation of the instance itself. This is the case for func_movelinear (it physically rotates but it still moves in the original direction inside the instance). Unfortunately this entity seems like it does the same thing.

However, a func_wall_toggle is actually an obsolete entity and what you should be using is a func_brush. This entity can toggle its' solid state and it can be affected by rotation of an instance.

As for toggling the state of your displays (targets) you could use a logic_branch. When the state of the branch is 0 it will turn off the blue and turn on the orange, and when the state of the branch is 1 it will turn off the orange and turn on the blue.
I can edit this and put in a test map and upload.

EDIT: I have no idea what you were trying to do here. You want them both to enable and disable at the same time?

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Freakwave
8 Posts
Posted May 26, 2012
Replied 8 hours later
Sorry my ideas are a bit confusing sometimes. normaly these signs lay into each other, that it will loke like the target changes his color. The red one is disabled and the blue one is enabled on start, therefore i have to toggle both, that the blue one disappears and the red one appears.

But I will try to use your tips and write here if i succeded.

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Freakwave
8 Posts
Posted May 26, 2012
Replied 2 hours later
I tested the func_brush instead of a wall_togge and it works, that the orientation changes, when i turn the func_instance. Thank you

But the other problem remains:

I cant trigger them.
I reduced the problem of 2 logic_relays:

Name: pinged
http://www.pic-upload.de/view-14362167/hammer-relay_pinged.jpg.html

Name: relay_on
http://www.pic-upload.de/view-14362166/hammer-relay_on.jpg.html

And a pic ingame:
http://www.pic-upload.de/view-14362169/ingame.jpg.html

As you can see the "pinged" relay triggers the "relay_on", but this relay doesnt do anything. Is there a maximum of triggering inside an instance?

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ChickenMobile
2,460 Posts
Posted May 26, 2012
Replied 9 minutes later
Is there a way to visualize outputs or are you just drawing that in?... anyway. There should be no limit but the reason why its not doing what you want is probable because some of the logic is wrong or you missed something crucial out. Try to tell me exactly what you want this thing to do and I'll see what I can do to help.
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Freakwave
8 Posts
Posted May 26, 2012
Replied 12 minutes later
ok here step by step:

-trigger_ping_detector throws a trigger to logic_relay "pinged"
-the "pinged"-relay triggers the func_inctance_io_proxy for an output and triggers the logic_relay "relay_on"
-the "relay_on"-relay sets the value of the logic_branch to 1, which en/disables the func_walls
than the "relay_on" starts a timer, with a value of func_instance_params as a delay, if the timer reaches the time the logic_relay "relay_off" ist triggerd, which sets the value of the logic_branch to 0 (dis/enable func_walls)
-the "relay_on" disables himself after timer-start and is enabled by the "relay_off"

-the logic_compare and the logic_auto disable the "pinged"-relay if a value of this instance is set.

-the "pinged"-relay can be enabled and disabled by extern inputs via io_proxy and 2 relays.

PS: to show in/outputs ingame type in console "mat_messagedraw 1" (i hope this is written right)

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ChickenMobile
2,460 Posts
Posted May 26, 2012
Replied 7 minutes later
Ok so just to justify.. you want to ping the white block, the target should appear, and after a second you want the target to disappear?

Are both targets meant to appear and disappear at the same time?
Please do tell me what the targets are for. Atm I see no use for them.

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Freakwave
8 Posts
Posted May 26, 2012
Replied 15 minutes later
Here are 2 screenshots of a working part, where i used 2 of them at the same time, but dont used instances:

http://www.pic-upload.de/view-14363041/ping-test-working.jpg.html

And if you ping on the right target the target should be orange, disable the other target on the left nad triggers the crusher.

http://www.pic-upload.de/view-14363042/pressed-ping-test-working.jpg.html

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ChickenMobile
2,460 Posts
Posted May 26, 2012
Replied 35 minutes later
Oh I see... I was thinking the blue target was for the blue player and the orange target for the orange player.

So what you want is 2 targets on 1 white board each. When you ping one of the targets it blacks out the other one.
In that case you would probably want to include another white panel inside your instance (or more advanced) have an option to link them together.

I'll see what I can come up with.

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Freakwave
8 Posts
Posted May 26, 2012
Replied 6 minutes later
oh sorry i explained wrong. in the example above i used the mechanism twice and the right one disables the second one. 1 instance ist just for the right or just for the left.

each instance has an input zu be enabled or disabled and an output when it is pinged.

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Freakwave
8 Posts
Posted May 26, 2012
Replied 21 minutes later
I tryed to deled the "pinged"-relay and work without it. I changed some i/os and it worked.

Here some screenshots:

this is the normal state:
http://www.pic-upload.de/view-14363729/portal2-2012-05-26-15-38-52-85.jpg.html

when i ping on the right one:
http://www.pic-upload.de/view-14363758/portal2-2012-05-26-15-39-06-25.jpg.html

when i press a button to disable the right one:
http://www.pic-upload.de/view-14363769/portal2-2012-05-26-15-39-19-18.jpg.html

when i press another button to enable it:
http://www.pic-upload.de/view-14363778/portal2-2012-05-26-15-39-24-63.jpg.html

when i ping on the left one:
http://www.pic-upload.de/view-14363789/portal2-2012-05-26-15-39-36-21.jpg.html

Thanks for the great help

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ChickenMobile
2,460 Posts
Posted May 26, 2012
Replied 4 minutes later
No problem?