I've partially worked out the wall pressure pads in DM (based on 5/85 in the third byte) that activate more complex puzzles.
You can have up to 4 main triggers, each trigger targets a different 'face' (the wall pad can actually face any direction) so that you can alter the state of the target wall pad from one 3rd/4th byte number to the other (see the table below). To target a face other than north 10, 20 or 30 is added to the 7th byte of the trigger.
In the case of wall switches/levers a toggle effect is best to turn on and off the targetted face, for pressure pads a close effect will 'activate' that face.
For example, if you need four objects to rest in alcoves before a door is opened, then each alcove should have a 'close, needs constant weight' effect
The table indictaes each lever/pad as off '0' or on '1' (ie a close effect generated). The wall pad itself is best used for a constant weight effect, where the condition 1111 in the table below will activate the pad.
-Lever with------Wall
7th byte adj---pad bytes
-0-10-20-30----3rd-4th
-0-0--0--0------85--7
-0-0--0--1------85--3
-0-0--1--0------85--5
-0-0--1--1------85--1
-0-1--0--0------85--6
-0-1--0--1------85--2
-0-1--1--0------85--4
-0-1--1--1------85--0
-1-0--0--0-------5--7
-1-0--0--1-------5--3
-1-0--1--0-------5--5
-1-0--1--1-------5--1
-1-1--0--0-------5--6
-1-1--0--1-------5--2
-1-1--1--0-------5--4
-1-1--1--1-------5--0
As an example - using three switches to open a door.
1) Create a wall object as a pressure pad. Have it targetting the door with an 'open, needs constant weight' effect. Hex edit the third and fourth bytes as 85 3. (which corresponds to 0001 above)
2) Create three levers/push buttons as normal. Have each targettting the wall pad with a toggle effect, and having the appearance of being off (lever up, button out). Add 10 to the 7th byte of one lever. Add 20 to the 7th byte of another.
If, for example, the lever with +10 is now activated, the state of the switch will toggle from 0001 to 0101 and the wall pad will now have hex 85 2
If the other two levers are then activated, then the state now changes to 1111, and so the constant weight effect of the wall pad will open the door, until one of the levers is toggled back again. <i>Edited by: <A HREF=http://pub17.ezboard.com/ubeowuuf.showP ... beowuuf</A> at: 5/22/01 5:45:23 pm
</i>
Wall pressure pads (DMute)
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Re: Wall pressure pads
Ok, just worked out three more 'series', and this ends what is used in DM (not sure about CSB).
They are exactly the same as the above series, except for one difference, in that the first two 'faces' (+0 and +10 to the triggers) may be activated differently and can need open effects. Toggles are still the best option to activate for levers and buttons, but this open/closed needs to be remembered for weighted floor pads/alcoves.
-Lever with-----------Wall pad bytes
7th byte adj----series 2---series 3--series 4
-0-10-20-30----3rd-4th---3rd-4th--3rd-4th
-0-0--0--0-------5-1E------5-F----85-16
-0-0--0--1-------5-1A------5-B----85-12
-0-0--1--0-------5-1C------5-D----85-14
-0-0--1--1-------5-18------5-9----85-10
-0-1--0--0-------5-1F------5-E----85-17
-0-1--0--1-------5-1B------5-A----85-13
-0-1--1--0-------5-1D------5-C----85-15
-0-1--1--1-------5-19------5-8----85-11
-1-0--0--0------85-1E-----85-F-----5-16
-1-0--0--1------85-1A-----85-B-----5-12
-1-0--1--0------85-1C-----85-D-----5-14
-1-0--1--1------85-18-----85-9-----5-10
-1-1--0--0------85-1F-----85-E-----5-17
-1-1--0--1------85-1B-----85-A-----5-13
-1-1--1--0------85-1D-----85-C-----5-15
-1-1--1--1------85-19-----85-8-----5-11
The second series needs open effects on the +0 and +10 sides
The third series needs an open effect on the +0 side
The fourth series needs an open effect on the +10 side
Constant firing launchers (like the librasulus trap), the blinking teleporters on level 6, the shifting pits on level 12, the king filius puzzle on level 6, the two levers opening the grate on level 2 - all of these use instances from one of these series.
They are exactly the same as the above series, except for one difference, in that the first two 'faces' (+0 and +10 to the triggers) may be activated differently and can need open effects. Toggles are still the best option to activate for levers and buttons, but this open/closed needs to be remembered for weighted floor pads/alcoves.
-Lever with-----------Wall pad bytes
7th byte adj----series 2---series 3--series 4
-0-10-20-30----3rd-4th---3rd-4th--3rd-4th
-0-0--0--0-------5-1E------5-F----85-16
-0-0--0--1-------5-1A------5-B----85-12
-0-0--1--0-------5-1C------5-D----85-14
-0-0--1--1-------5-18------5-9----85-10
-0-1--0--0-------5-1F------5-E----85-17
-0-1--0--1-------5-1B------5-A----85-13
-0-1--1--0-------5-1D------5-C----85-15
-0-1--1--1-------5-19------5-8----85-11
-1-0--0--0------85-1E-----85-F-----5-16
-1-0--0--1------85-1A-----85-B-----5-12
-1-0--1--0------85-1C-----85-D-----5-14
-1-0--1--1------85-18-----85-9-----5-10
-1-1--0--0------85-1F-----85-E-----5-17
-1-1--0--1------85-1B-----85-A-----5-13
-1-1--1--0------85-1D-----85-C-----5-15
-1-1--1--1------85-19-----85-8-----5-11
The second series needs open effects on the +0 and +10 sides
The third series needs an open effect on the +0 side
The fourth series needs an open effect on the +10 side
Constant firing launchers (like the librasulus trap), the blinking teleporters on level 6, the shifting pits on level 12, the king filius puzzle on level 6, the two levers opening the grate on level 2 - all of these use instances from one of these series.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!