GAME/EDITING: Floortriggers

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Gambit37
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GAME/EDITING: Floortriggers

Post by Gambit37 »

Andy brought this up in the editing forum, but I thought I'd post it in the bugs forum so it gets fixed... ;-)

http://www.dungeon-master.com/forum/vie ... hp?t=23351

Floortriggers can't have the DISABLE_SELF attribute applied to them as it crashes RTC.

As this is the case, how do we make a once only floor pad? Is it possible for a trigger to DESTROY itself?

Better still, can you allow floor triggers to support DISABLE_SELF.

EDIT: I now realise you can destroy a FLOORTRIGGER using a relay or another trigger, but it would still be cleaner if FLOORTRIGGERS supported DISABLE_SELF.
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copperman
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Post by copperman »

I too have come across this one, I find that a toggle applied to the floor trigger as its last target does the job.
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Post by Gambit37 »

But each time a toggler is activated, doesn't it change the state of the trigger?
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Post by copperman »

The last toggle would be a wall item relay which when triggered by the floor trigger would toggle the floor trigger into an off (inactive) state.
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Post by Gambit37 »

I've achieved the same thing by using a RELAY to DESTROY the active trigger -- this is also better as it frees up the memory that was associated with it, where as simply deactiviting it doesn't get rid of it.

Obviously you'd only want to DESTROY a trigger if you are 100% sure that you never want it again! :)
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Post by George Gilbert »

Fixed for V0.29
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