y are the gate_up and gate_down blocks pointless
also, that setrotation 0 0 -45 part, it keeps rotating, i dont want it to do that, i just want it to go down -45 degrees and stop
also, when i changed that to 0, the lever wont go up at all now
y are the gate_up and gate_down blocks pointless
also, that setrotation 0 0 -45 part, it keeps rotating, i dont want it to do that, i just want it to go down -45 degrees and stop
also, when i changed that to 0, the lever wont go up at all now
Is the lever the only thing controlling the movement of the gate? If so, just have the lever_trigger_up/down start the script_movers. So you have these in your script:
lever_trigger_up
…trigger setaccum
… trigger leverup
lever_trigger_down
…trigger setaccum
…trigger leverdown
door_lever
…trigger up
…trigger down
gate
…trigger up
…trigger down
vRTCW uses “faceangles 0 0 -45”. Haven’t used it in ET, so give it a shot. I know it doesn’t make things rotate permanently in vRTCW.
I’m making a map to test it right now.
Ok, I got it working by moving the accum stuff last in the leverup and leverdown portions. I know it’s easy for a script to get out of whack if you don’t give it time. Try this:
lever_trigger_up
{
spawn
{
accum 1 set 0
}
trigger setaccum
{
accum 1 set 1
}
trigger leverup
{
accum 1 abort_if_not_equal 1
trigger door_lever up
trigger Gate up
wait 1000
accum 1 set 0
trigger lever_trigger_down setaccum
}
}
lever_trigger_down
{
spawn
{
accum 1 set 0
}
trigger setaccum
{
accum 1 set 0
}
trigger leverdown
{
accum 1 abort_if_not_equal 0
trigger door_lever down
trigger Gate down
wait 1000
accum 1 set 1
trigger lever_trigger_up setaccum
}
}
To prevent players from interupting the script, add a delay to the func_invisible_user. The delay should be at least as long as it takes for the gate to move. Sorry, I know that’s obvious. If you end up using 2 levers for some reason, and 2 func_invisible_users, that delay key will not prevent the other lever from interupting the script. So you’ll have to use BoltyBoy’s method from that tutorial, something like this:
trigger leverdown
{
accum 1 abort_if_not_equal 0
trigger door_lever down
trigger Gate down
accum 1 set 1 //set this accum immediately since it is a disabler
wait 9000 //wait for script_movers to finish
trigger lever_trigger_up setaccum //set this after 9 seconds, because it is an enabler
}
}
i already got the thing to work, thanks though
After it messed up on me again, i remembered that the Battery had a lever in it, so i looked at the script and the modified it. Works perfectly now, but that delay is a good idea, ill add that to the script also. Thanks for your help! 