Wall item trigger (CSBwin)
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Wall item trigger (CSBwin)
Where is the option to trigger a wall item by anything but only if it is the last item on the list?
Last edited by beowuuf on Mon Apr 17, 2006 6:03 am, edited 1 time in total.
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Got it.
Mostly a switch operated by an empty hand.
This is an actuator type 12. CSBwin seems to treat it
as follows:
1 - If not last actuator in list. Do nothing.
2 - If hand is full. Do nothing.
3 - Queue a rotation.
4 - Constant pressure becomes SET.
5 - If audible. Queue sound.
6 - Using value construct a missile of that type and put in player's hand.
7 - Queue an action message.
8 - Perform any queued rotation.
Step 6 allows Rock, Boulder, Arrow, Slayer, Poison
Dart, Throwing Star, Dagger, or Torch. Else nothing.
Is this how you understand the effect you desire?
Mostly a switch operated by an empty hand.
This is an actuator type 12. CSBwin seems to treat it
as follows:
1 - If not last actuator in list. Do nothing.
2 - If hand is full. Do nothing.
3 - Queue a rotation.
4 - Constant pressure becomes SET.
5 - If audible. Queue sound.
6 - Using value construct a missile of that type and put in player's hand.
7 - Queue an action message.
8 - Perform any queued rotation.
Step 6 allows Rock, Boulder, Arrow, Slayer, Poison
Dart, Throwing Star, Dagger, or Torch. Else nothing.
Is this how you understand the effect you desire?
1, 2, 3, 5, 7 and 8 yes, this is what I understood as the effect of it. I don't understand 4, and 6 completely baffles me - you mean there is an additional option of putting an object in the player's hand after successful activation? Odd - sounds like some cross-polination with the 'defined object' shooter - perhaps because this effect wasn't fully implemented and isolated in the engine?
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
4 - Actuator can have Set. Clear, Toggle, or
Constant Pressure (Hold or whatever). But
messages are only Set, Clear, or Toggle. Constant
pressure must be converted to SOMETHING. It is
converted to a SET.
6 - Put object in player's hand. This is what it does.
I did not invent it. It looks fully implemented but I
never tried it.
What would you call this strange pushbutton?
-- 'Empty-hand-final-rotater-gives-object'?
-- 'EHFRGO'?
-- 'Type 12'?
-- 'Fizzle-Fazzle'?
-- 'Queer Thing'?
-- 'Pain in the butt for PS'?
My only hope of getting this incorporated into CSBuild
is to give it a push-button type of its own.
Constant Pressure (Hold or whatever). But
messages are only Set, Clear, or Toggle. Constant
pressure must be converted to SOMETHING. It is
converted to a SET.
6 - Put object in player's hand. This is what it does.
I did not invent it. It looks fully implemented but I
never tried it.
What would you call this strange pushbutton?
-- 'Empty-hand-final-rotater-gives-object'?
-- 'EHFRGO'?
-- 'Type 12'?
-- 'Fizzle-Fazzle'?
-- 'Queer Thing'?
-- 'Pain in the butt for PS'?
My only hope of getting this incorporated into CSBuild
is to give it a push-button type of its own.
AHA! for 4. When you say it like that, I understand, and is perfectly reasonable
Interesting, I never tried to put a non-zero value in the other part of the activation for the switch. Then again, since nothign happened for '0' (compass activation) there was no reason to try it!
I would call it Bob, but that's just me - type 12 pain in the butt for PS thingie sounds reasonable (the T12PBPS). But I suppose 'Give object' is the most literal and its actual function - it just has the interestign side effect of working better when you set it to 'no object' (I would hope this would be an option along with the activation objects - in reality set it to compass or soemthing harmless that wopn't work)!
Hmm, I'm tempted to open PC DM and put a value like boulder or arrow in jsut to see if it works there too. It's amazing, you learn somethign new with this engine every day!
Interesting, I never tried to put a non-zero value in the other part of the activation for the switch. Then again, since nothign happened for '0' (compass activation) there was no reason to try it!
I would call it Bob, but that's just me - type 12 pain in the butt for PS thingie sounds reasonable (the T12PBPS). But I suppose 'Give object' is the most literal and its actual function - it just has the interestign side effect of working better when you set it to 'no object' (I would hope this would be an option along with the activation objects - in reality set it to compass or soemthing harmless that wopn't work)!
Hmm, I'm tempted to open PC DM and put a value like boulder or arrow in jsut to see if it works there too. It's amazing, you learn somethign new with this engine every day!
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
CSBuild version 2.18 deals pretty well with this
'Type 12' Pushbutton. It allows you to give the
player a Boulder, if you so choose. Use it with
an eye to finding its limitations (AKA bugs) . I just
tested a couple of the possible configurations.
Edit__________I posted a diagram of it in my
documentation collection.
'Type 12' Pushbutton. It allows you to give the
player a Boulder, if you so choose. Use it with
an eye to finding its limitations (AKA bugs) . I just
tested a couple of the possible configurations.
Edit__________I posted a diagram of it in my
documentation collection.