[SOLVED] Cube Won't activate it's outputs AfterB....
well it does not use silentfizzle. ill try what you suggested.
yishbarr wrote:
Does trigger hurt work with Fizzling or silentfizzling? Try with a trigger multiple. Also, make sure you have physics objects flagged.
yishbarr wrote:
Does trigger hurt work with Fizzling or silentfizzling? Try with a trigger multiple. Also, make sure you have physics objects flagged.
Here's the output for the cube:

And Here's the output for the trigger multiple i changed the thurt into:

hope this helps to analyze my problem
OnFizzled->relay_dropper->Trigger->0.00
Why are you using trigger_hurt? a trigger_multiple should work just fine...
reepblue wrote:
Why are you using trigger_hurt? a trigger_multiple should work just fine...
dunno, though that would work
reepblue wrote:
Fix your logic. Move all the outputs from the cube to to a logic_relay, then make the cube fire an output to the logic_relay that controls the dropper logic like:
OnFizzled->relay_dropper->Trigger->0.00
i did it but the env ent maker wont spawn the cube
EDIT: i think i forgot put the cube name in the "thing to spawn here" in env ent maker
but it says: point template to spawn here".
reepblue wrote:
Make sure it's loading the template entity which is templating the cube.
it works but i put the delay on the closing anim at 0.70 delay
and button 0.40 but the relay that is activated by cube is making the closing anim go too fast. forcespawn 0.05 delay
Also this might be a better way of firing your open/close animations... in my custom dropper I have a trigger_multiple "surrounding" the dropper opening by 32 units top and bottom (128x128 square). It has the following outputs: OnStartTouch>dropper>open, OnEndTouch>dropper>close. This ensures that if there is a cube "touching" the opening it will open(ie a cube has dropped down the pipe) and once the cube has left the opening(fallen through) the dropper closes. No need to waste time setting up delays correctly.
My cubes only have an OnFizzled>cube_maker>forcespawn output. This might be a better way for you to set up the entire relationship. ??
RustyDios wrote:
Also this might be a better way of firing your open/close animations... in my custom dropper I have a trigger_multiple "surrounding" the dropper opening by 32 units top and bottom (128x128 square). It has the following outputs: OnStartTouch>dropper>open, OnEndTouch>dropper>close. This ensures that if there is a cube "touching" the opening it will open(ie a cube has dropped down the pipe) and once the cube has left the opening(fallen through) the dropper closes. No need to waste time setting up delays correctly.My cubes only have an OnFizzled>cube_maker>forcespawn output. This might be a better way for you to set up the entire relationship. ??
but what if it already has opened the dropper and the cube tuches the trigger it will replay the anim? or is there a way to make it like hold anim when cube is touching it?
RustyDios wrote:
Why are you using a trigger_hurt/multiple ... surely you should be using a trigger_portal_cleanser ... if you want it to only fizzle cubes/turrets, tick the physics object box and un-tick the player box..
Really depends on the use case. If you're making a goo pit you should use a trigger_multiple with SilentFizzle. Only if you're making some sort of death fizzler (on the left) would it make sense to combine it with the portal cleanser. The difference is that pushing it through a cleanser will make the cube "explode", but SilentFizzle just makes it sort of vanish. None of Valve's maps have cubes that explode when dropping in goo, and on the other hand, none have cubes that simply vanish when passing through fizzlers.
So, for reference -
Goo pit = Trigger Multiple & SilentFizzle stuff with it
Death fizzler = Portal Cleanser, make double sure "Physics objects" is checked
(Keep in mind that I have no idea what I'm talking about)
Oh and about delays - make them really long to start, and then shorten them as needed.