[func_instance] Problem with orientation of wall_toggle
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?
With the second, do you have a func_instance_io_proxy to toggle through? Or are you using their fixed-up names directly?
Edit: I tested placing another wall_toggle. But this one doesnt change his orientation anyway. Does this bug appear only by me?
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?
But I will try to use your tips and write here if i succeded.
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?
-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)
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.
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
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.
each instance has an input zu be enabled or disabled and an output when it is pinged.
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