Detecting when a cube lights up

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Soundlogic
169 Posts
Posted Sep 12, 2011
Is there a way to detecting when a cube lights up from being placed on a trigger?
I can't find one, nor a way to detect what skin an object is using.
Thank You,
Sound Logic
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satchmo
415 Posts
Posted Sep 12, 2011
Replied 58 minutes later
What do you mean by "light up"?

I would like to help, but I am not sure what you are looking for.

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neco
134 Posts
Posted Sep 12, 2011
Replied 9 minutes later
Reflective cube hit by a laser beam, I suppose.

Edit:
Just found out that a cube has different outputs like OnFizzled, OnPlayerPickup but I didn't found anything like 'being hit by laser' or something. Maybe Skotty can find a solution for your problem...

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Soundlogic
169 Posts
Posted Sep 12, 2011
Replied 18 minutes later
No, lit up like placed on a button.
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Courier6
10 Posts
Posted Sep 12, 2011
Replied 19 minutes later
As in when the cube's skin changes from light blue (or pink) to yellow?

I don't think there's a way to do that directly, but you can fake it.
Place a small trigger in the center of the button.
Create a filter_activator_class with the class name set to prop_weighted_cube and the filter mode at Allow. Name this.
Go back to the trigger you created and set the filter name to whatever you named the filter_activator_class.

Create an output on the trigger with the output name OnStartTouch. Then, put in whatever you want to happen when the cube changes skins.

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yohoat9
274 Posts
Posted Sep 12, 2011
Replied 55 minutes later

Courier6 wrote:
As in when the cube's skin changes from light blue (or pink) to yellow?

I don't think there's a way to do that directly, but you can fake it.
Place a small trigger in the center of the button.
Create a filter_activator_class with the class name set to prop_weighted_cube and the filter mode at Allow. Name this.
Go back to the trigger you created and set the filter name to whatever you named the filter_activator_class.

Create an output on the trigger with the output name OnStartTouch. Then, put in whatever you want to happen when the cube changes skins.

This plus a math_counter so it actually has to be activating the button

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CaretCaret
290 Posts
Posted Sep 12, 2011
Replied 46 minutes later
I would have the button send the output onpressed and check that its not the player.
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iWork925
1,080 Posts
Posted Sep 12, 2011
Replied 1 hour later
SO as not to confuse the player with a button that only cubes can activate, create a second button with a logic_branch setup OR, make one of those hole-in-the-wall dealies.
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satchmo
415 Posts
Posted Sep 12, 2011
Replied 2 hours later
I have such a setup in my map, Interception. I use the trigger with the phys_object filter. It works very well.
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Will T.
163 Posts
Posted Sep 12, 2011
Replied 2 hours later
Would it be possible to simply use the cube-only button rather than the standard circular one? Not totally sure I understand the question, but it sounds to me like you just want a button activated by a cube, and the cube-only button would stop a player from activating it.