Timer ideas! Got any?
Do anybody have an idea for this? Which stuff should i use? (Lasers? Buttons? etc...?)
Disable the something you need to get through for 1 second or
Put the something somewhere hard to get
spongylover123 wrote:
Math_counter or
Disable the button for 1 second or
Put the button somewhere hard to get
1: I've never used a math_counter before. How does it work?
2: Disable the button?
3: yep thought about that too
Still trying to make it work...
A math_counter is like a calculator and a counter.
First you type in the number you start from (e.g 0)
Then type the maximum number it can reach (e.g 2)
Then make an output
OnHitMax -death_field -disable
spongylover123 wrote:
Or you can use a logic timer.A math_counter is like a calculator and a counter.
First you type in the number you start from (e.g 0)
Then type the maximum number it can reach (e.g 2)
Then make an outputOnHitMax -death_field -disable
So its a timer? Or is it like a logic_listener?
beecake wrote:
spongylover123 wrote:Or you can use a logic timer.
A math_counter is like a calculator and a counter.
First you type in the number you start from (e.g 0)
Then type the maximum number it can reach (e.g 2)
Then make an outputOnHitMax -death_field -disable
So its a timer? Or is it like a logic_listener?
No, it's a counter it doesn't count every second, you have to make it count
Like when you pass a trigger, you can make it count up by 1-I don't know or subtract or multiply or divide, or just set a new number
Thank you... I may use it. What about elements? I want to use fling in my puzzle... hmm...
Much easier solution which Valve would probably use.
beecake wrote:
Oh okThank you... I may use it. What about elements? I want to use fling in my puzzle... hmm...
Make a low place and A high place?
If you want to know how to calculate one, use a trigger_catapult
spongylover123 wrote:
beecake wrote:Oh ok
Thank you... I may use it. What about elements? I want to use fling in my puzzle... hmm...
Make a low place and A high place?
If you want to know how to calculate one, use a trigger_catapult
Yep already doing it ![]()
Chickenmobile: Also what i thought. I started out ddoing that... i just thought it would be too ordinary... maybe not?
Is the fling related to the laser wall timing part?
MasterLagger wrote:
Sometimes sticking to the ordinary is alright. Make sure you have an info_target for the trigger_catapult to launch the player towards it.
Is the fling related to the laser wall timing part?
If you mean one oof my past levels then no... This is a new Aperture Science Test 