2 Floor elevator w/status lights not showing correct lights.


(WeblionX) #1

I figure I’ll torment this forum for a little;
I have and elevator and it goes between two floors. It is made out of a func_door. I have the buttons that trigger it. It’s all fine EXCEPT for the “status lights.” I have two brushes as func_static. Ones a green light, ones a red light (in the same spot.) One starts invisible, the other visible. When you press the button (in my setup you can wreck havock with the 4 different buttons just to move it… @.@) it targets a target_relay which targets the ‘lift’ and the two lights. It changes lights, but then quickly changes back (Green light brush goes away, red comes up, then back to green.) Same thing happens with the other button (Except lights are reversed.) I have the toggle flag set for the lift and it works fine. The only thing giving me a problem is the damned lights. Any suggestions?


(digibob) #2

Doing something like this is more suited towards scripting, which, yes, can seem daunting at first, but once you get into it, you should see how much more flexible, and easy to work with it is.

Try taking a look at the tutorial sock and i did using a lift, it should be somewhere further down this board, any questions about the example, feel free to ask.


(WeblionX) #3

Well, the logic is sound… Press button > activate relay > Make one light visible, other not and activate elevator. Oh well. I’ll look at the tut and let you know (assuming the computer doesn’t bomb out again…). But I’m still keeping the button cover idea… You’ll never make me script that!

<font size=-1>[ This Message was edited by: WeblionX on 2002-07-28 00:00 ]</font>


(WeblionX) #4

I’ve copied almost the entire thing to my map and I’m getting the following error at spawn (or if I comment top_button_1 and bottom_button_2, when I press the top button to bring the elevator up).
<tt>G_Scripting: trigger has unknown name: top_button_1</tt>

  • or (when I press the button) -
    <tt>G_Scripting: trigger has unknown name: top_button_2</tt>
    Any ideas on what I left out?

(krekits) #5

Since you posted that you copied almost everything in the example, you obviously have left something out, or have the entity naming messed up.


(WeblionX) #6

I suppose not having the path corners in could do it. I’ll add them and then check back with the results.
Edit1: Guess what! I forget the script_movers for the buttons. Ooops. Now, time to recompile and test it.
Edit2: Forget another set of path_corners. Fixed it all and it works. Now I just have to switch the light around for one of the “consoles” and some button movement problems.

<font size=-1>[ This Message was edited by: WeblionX on 2002-07-31 07:15 ]</font>


(sock) #7

On 2002-07-31 05:49, WeblionX wrote:
I suppose not having the path corners in could do it. I’ll add them and then check back with the results.

Did you read the tutorial HTML page ? It has a diagram explaining the flow of entities or did you just cut and paste from the sample map ??

Sock
3D Brush Monkey


(WeblionX) #8

I started to read from the HTML page but I just basically copied everything after that. Either way it works now, so we can let this thread die.


(sock) #9

On 2002-08-01 04:01, WeblionX wrote:
I started to read from the HTML page but I just basically copied everything after that. Either way it works now, so we can let this thread die.

Thats a great shame because part of the reason for doing the HTML page and sample map was so that you could understand the process yourself and not rely on cut and paste. I was hoping the HTML page would give people a clue to what was involved in creating a simple lift script.

Sock
3D Brush Monkey


(demonspawn) #10

I agree sock, the whole reason behind calling it a tutorial is to teach you how its done, not do it for you.
So much for doing something that you can take credit for…
I’ll get off my soap-box now

Map on


(WeblionX) #11

To tell you the truth, I learned more from the copy and paste then the HTML tuturiol. If you really want I’ll mention you in the readme, though even if I do manage to make a semi-good map in the end, I doubt many people will play it. But if it pisses you off more than that, I don’t really give, 'cause if it was not for this, I’d go back to a simple elevator with no lights, and really wouldn’t care. I’m going more for functionality than eye candy. But I can not force you to see it my way, and if you want to stay pissed and hate me, go ahead cause I don’t give a sh*t. If anyone is going to lower my self esteem, it’s going to be me


(krekits) #12

@ sock > I learned something from the tut, it gives you an idea on where to start. I had trouble with this earlier, when there were many movers involved.

@WeblionX -> If you’re going to use someone elses stuff (you said you copied it) you should give them credit.

I don’t think you learned anything at all from copying sock’s stuff, if you disagree then humour me and tell me what you learned. That attitude won’t get you far in life, and remember if it wasn’t for that tutorial, you wouldn’t have a working lift, now would you? Nobody here is pissed or hates you, I can assure you; some of us have seen this behaviour from too many eager (that is putting it nicely) map makers over the years, so these days we just shrug and continue mapping.


(digibob) #13

Very true krekits


(WeblionX) #14

Actually, without this tuturiol, I WOULD have a working elevator, just slighty different way of controlling it. No fancy scripts, just plain door with an angle of I believe -1. And if I ever do release the map, you will be credited, though I doubt that it will go beyond a few friends (unless one happens to mindlessly distribute it to other people, but let’s hope not) Either way, I really don’t wanna be the bitch, but, just to say (though you don’t appear to be) IF you were that, how would you put it, serious about your work, you would not have distributed that sample map, but just left the tuturiol. As for what has happened, all I asked was a simple question and you went and said (to paraphrase) ‘Do this instead’, and I went and did that, instead of my other idea. And, one more quicky: The func_static lights are still fucky! Even for something totally different! Even when all there is a button targeting them, the visible-light-turned-invisible turns back to being visible which is what this whole topic started about! Not some ‘Did-you-actually-learn-anything-from-your-actions’!
So, to say the least, goodbye, as these forvms are quite slow and I’d probably be better off getting answers to my questions elsewhere, as you still haven’t answered it (Hint: Look at the first fricking post).


(krekits) #15

Write a script that alerts the func_statics.

I think the effect you’re after is that you want the light to be red when the lift is in motion, right? If so, there’s no way that the func_static can know when the lift has stopped moving, thus you need a script that can alert the green/red func_static when the lift is in it’s up/down position. If you’re going to use a script, make the lift a script_mover instead of a func_door.


(WeblionX) #16

No no no no! I wanted to know why the hell the lights kept changing back after they were targeted. Example:
( ‘>’ = targets)
Button > Relay > Red and Green ‘Lights’ (Green starts invis)
That would turn the light green. But for some reason it switches back to red. Why that happens, that’s all I want to know!


(krekits) #17

Use a trigger_once if you don’t want the light to switch back.


(WeblionX) #18

The button has a wait of -1, meaning you can’t press it again. BUT, for some reason, when you press the button, the red-light goes away, and the green shows, then the red comes back again! I shouldn’t have to use a trigger_once field for a button.


(krekits) #19

Fine. Don’t use it then. Don’t even test to see if it makes a difference.


(digibob) #20

Take a deepth breath both of you, please. Everyone is entitled to their opinion. If you dont want to use scripting, dont, it’s up to you. But it’s what both sock and i would recommend and use.

If you do use our tutorial, and find it interesting/helpful, feel free to credit us, but frankly we dont care if you dont, again, it’s up to you.

If you want to use entities, you may have to look elsewhere for a solution to any problems you have with them, as neither of us are really aware of any of the issues that they may or may not have, as we dont, and dont think ever plan to use them in wolf. It’s kind of going back to the dark ages to do that :smile:

<font size=-1>[ This Message was edited by: djbob on 2002-08-05 18:39 ]</font>