keyholes with 2 effects (DMute/CSBuild)

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ADDF_Toxic
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keyholes with 2 effects (DMute/CSBuild)

Post by ADDF_Toxic »

How do I make a keyhole have 2 effects?
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Paul Stevens
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Post by Paul Stevens »

Put 2 keyholes.
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Toni Y
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Post by Toni Y »

And make sure the first doesn't eat the key.
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Post by beowuuf »

Look at the keyhole(s) on level 6 at the two teleporter puzzle
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Post by ADDF_Toxic »

I was wondering where one of those were!!!!! Putting two keyholes won't be too much of a problem, but since I ran out of actutator space, I'll have to do a copy and paste, which I found doesn't always work.
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Post by beowuuf »

NOOOOOOOOOOOOOOOOOOOOO!

Copy and paste clones the tile. That means they are exact copies - what one actuator is set to another is aswell. This is also very buggy for floor tiles if you don't know what you are doing with it. My advice would be to switch to CSBuild to finish up - it's a shame about that actuator thing, reeally a shame Sphenx never got to finishing the ediot, I kinda liked it : )
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Post by ADDF_Toxic »

Yeah, I definitely have found the copy/paste thing buggy.
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Post by sucinum »

make the keyhole activate a teleportal below an apple. this will teleport the apple on a pressure pad or 2 or 3. or 20.

SCNR
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Post by ADDF_Toxic »

I think I understand you.
Last edited by ADDF_Toxic on Thu Jun 23, 2005 2:56 pm, edited 1 time in total.
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Post by beowuuf »

He's out of actuators, so won't have pressure pads either!
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Post by ADDF_Toxic »

I moved to CSBuild so I have room for actu-tators now. Oh, it's actuators. I must like the word tator or something.
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Post by beowuuf »

Actually, they are called pressure pads and And/Or gates now : )

And/Or gates, in some ways, are really nicely easy in CSBuild compared to working out triggers in Dmute/DMbuild
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Post by ADDF_Toxic »

Aren't they still called Actuators in CSBuild?
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Post by beowuuf »

Oh, maybe they are when they are on the floor....
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Post by Paul Stevens »

The generic name for any of these pushbuttons, portraits,
pressurepads, shooters, DSA, etc. is 'Actuator'. They are
all implemented with objects of type 3. I just gave the
name 'Actuator' to any object of type 3.

Most of CSBuild is fashioned around the original FTL
implementation. Knowing how to use CSBuild is sort of
equaivlent to knowning how the runtime engine is implemented.
It is not the most user-friendly interface but I did it that
way on purpose because there is less need to explain the
odd limitations and such.
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