tag bug?


(isbowhten) #1

func_button NOT attached, works,
attached to a tag, does not work, scriptdebug says it does not do anything and the noise it plays when pressing is played once only (yes the hand always is shown where the buttons are displayed).

the buttons target target_script_trigger, the same like the other buttons (the not attached ones which work).

it is for an elevator… if i press button from outside to “call” the elevator up to me, it works fine and also the attached buttons moved up but i can press the buttons inside the elevator (the attached ones) only once without any effect to happen … nothing… scriptdebug does say NOTHING as if they dont exist.

after deleting the script lines that attach the buttons, so that it does not get attached but i did not change anything else, the buttons work but dont move with the elevator, off course!


(Wezelkrozum) #2

better you create a script_mover as button, and a func_button at every floor.


(isbowhten) #3

yes i thought of that, but wouldnt it look stupid? xD
hm ok lets see what i can do .


(kamikazee) #4

I believe most people just used a script_mover to show the handle and did like Wezelkrozum said.

However, if you want the elevator to change direction from anywhere in the shaft (not just at a certain level), a more complex setup is possible.
Start with the script_mover. Then make a func_invisible_user which shows no icon, and stretch it to wrap the handle at any point it travels in the shaft. Make this entity trigger the script. Now, for pretty-ness, you could add a second func_invisible_user, let it show the “hand icon” and attach it to the handle tag as well.

Now you can activate the elevator from more than one point, but most people will only notice the “hand icon” and activate it there.


(Wezelkrozum) #5

I think a button which you can always push is fantasy. I mean… did you ever get in the lift, push the button, and after 5 seconds, when the lift is moving upwards, you mentioned you forgotten your bag or something? You push the button but the elevator DOESN’T stops, begin to travel downwards, and delete his task to go the the first floor. No, he just ignore it and goes to the first floor. So, why should you add it?

Sorry if it sounds like I’m attacking you, but I don’t see why you should add the button.:wink:


(kamikazee) #6

Ah yes, I was thinking of an elevator cage which has one of those levers.


(Nail) #7

not everyone realizes or remembers elevators used to be manually operated and could change direction at the whim of the operator


(isbowhten) #8

hm… i think it cant be done in et. splines and also gotomarker cant be interrupted…
no i only wanted buttons inside but buttons did not work after attaching.

yes invisible_user could solve that problem


(murka) #9

What will happen if you make the elevator into a model and attachtotag the buttons, will it work?


(isbowhten) #10

attached buttons dont work…
i gave a mover a model2 key to a tag-model gebnerated at chrukers website “tag the dummy”.

those attached buttons do only make the noise once when they get pressed and nothing is executed.
but invisible_users work. i already attached some of them to another part of my new planned map


(isbowhten) #11

another problem…
there is a script mover with clip texture and the same scriptname then another mover !but another targetname!:
in that scriptname’s script those two movers are attached to a tag…
in the spawn event of an invisible_user the clip is set invisible (succesfully) in the user script it can be activated, set to default (successfully) and ofc if you press again deactivated (NO success).

clip is still there !!

scriptdebug says that the line setstate clip invisible is executed…
what can be got wrong?


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(Wezelkrozum) #13

maybe don’t give to different script_movers the same scriptname?


(isbowhten) #14

i dont had this problem before and as i said it was set to default :frowning: but only not to invisible …
the same scriptname cant have anything to do with this problem as they dont have same targetname!

but ofc i will try out…


(isbowhten) #15

this worked but why?


(murka) #16

I have also seen the effect that 2 different entities with same scriptname will cause some b0rkage ex two target_script_triggers with same scriptname and different target will not work.
It might be that scriptname ties them together too much(you can command stuff via scriptname only).


(isbowhten) #17

i give always to so much as entities as possible the same scriptname to prevent scriptblock-spam :stuck_out_tongue: and i never had that problem… and as i said it was set invisible in spawn event default in trigger on but not anymore invisible in trigger off…


(kamikazee) #18

It’s quite complicated if you look at the game’s code.

Each entity sees its own copy of the script. If a certain script_name is triggered, all entities with that script will be notified and they will all execute the same code independently. For example, print statements will be printed once for each entity, a common mistake.

Code which gets/sets globalaccums might even fail due to this… if another entity set some globalaccum, the others will notice its changed and potentially do something else.

Accums on the other hand are not shared between entities. Each entity will see its own copy of them as well.


(isbowhten) #19

i knew that… but i did not use some toggle function…
if it sets it default twice… where is the problem?
defailt+default=still default :stuck_out_tongue: