Multiple constant weight toggle dilemma

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copperman
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Multiple constant weight toggle dilemma

Post by copperman »

I wish to toggle a door ( initially closed ) by putting an object A into alcove A and object B into alcove B. When both objects are in place the door opens, if you remove one or other it closes again ( rinse and repeat :roll: ). I tried counters but it soon becomes impossible to manage ( without a counter reset :evil: ) I have worked around by having 2 doors ( but only one door frame :wink: )in the same place. Is there a way to do this with a single door, anyone?
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Gambit37
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Post by Gambit37 »

Haven't tried this, but it should work if you use activate/deactivate shouildn't it?
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Post by beowuuf »

You are using a constant weight effect on the counter too, right?
So it reinforces the close effect when the object removal from the the alcoves start the count upwards again
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Post by Gambit37 »

Counters do their opposite of their action when any non-0 value, so using counters in this situation won't help.
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copperman
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Post by copperman »

I'm using constant weight to make the player leave the object(s) in the alcove(s) so when both are in the door opens, if either is remove it closes again, if the item is replaced the door reopens. I can't work out a way to use alcoves and one counter/door to achieve this and using activate deactivate sounds even more complicated for this particular mechanism.

Edited on 3rd Feb 2004 @ 18:11 GMT
Ka5pian wrote: I have worked it out, silly me, you don't need the constant weight at all. Set your counter to go off on how ever many alcoves you need filing, then set your alcove(s) to toggle the counter. The door won't open till all the alcoves are filled and closes if any object(s) is removed AND re-opens correctly.
I got the answer from the bit in KU in CSB where the knights teleport in behind you.

I haven't actually tested it for more than 2 "triggers" but it should work for any number.
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Post by beowuuf »

Ok, trying this, can't make it work even though as far as i am concerned i've it shoudl be logical, and evn a mistake should make it behave logically in the wrong way

Two alcoves, 'activate' weighted effects, targetting a counter, value 2, with an activate effect at a door

As far as i'm concerned either activate increments, so nothing should ever happen as i am cycling the counter values between 2 - 4, or activate decrements so two alcoves means i can reduce it to 0
Now, either weighting means it will issue a deactivate when i remove items again, or it does nothing. Which means either i zero the counter, I alter it to 4, or I am cycling it logically (between 2 and 4 or 0 and 2)

So, what i expect should happen is i add object, decrease count once, nothing, insert second oibject, decrease to zero, open. If i remove either item then i increase the count and force a close again, right?

Now, what is instead happenign is
First object in, door opens
If i pull out the same object, there is a click but the door stays open - it reinforced the open
I put the object back in, the is a click and the door closes, same thing if i pull it out it reinforces the close
Then finally i put the object in and that's it, the door opens one last time never to close or react

If i put the two objects in the alcove, then it goes 'open door, close door', and i have to re-insert another to finally open the door again

So, umm...yes....can't help you Kaspian...and i now need help understanding if i am doign anythign wrong too!
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Post by beowuuf »

Huh? I tried using toggles and it refused to work...
Weird *goes for lie down*
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copperman
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Post by copperman »

I made it work, Look above. :D Tried it with 10 alcoves and it works fine.

Answer: You DO NOT need constant weight. Just a direct TOGGLE on the COUNTER.
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Post by beowuuf »

yeah, that was the problem the first time round, i still had 'weight' ticked
second time around though once i realised what it could have been...no joy
*bangs head on keyboard*
exactly where in csb is the alcove set? what exactly are you using as the effect from the counter, toggle or activate?

wait, i have a better solution *becomes a tree*
fantastic
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*Blink* *blink*
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*blink*
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Post by beowuuf »

AHHAHAHHAHHA, never mind, you use neither, you use a deactivate...with the toggling alcoves...and it all works
hahahahahha *rustle* hahahaha *rustle*

right, so the previous behavious was because the first time the counter was reinforcing the deactivate, which opened the door
then the second alcove/object placement put the counter to zero, so it activated the door, closing it (doors purspose is to block, so activate closes it...must remember that) then obviously any other alcove fun was descreasign the counter to -1, -2 etc...a non zero value, so it defaulted back to deactivatign the door, opening it again forever!

woohoo, it all makes sense!
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copperman
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Post by copperman »

Yep thats it, toggle and deactivate, works for any number of alcoves/switches, just make the counter "count same as the number of alcoves/switches. The bit I mean in CSB uses red switches not alcoves, but I originally got the idea from the riddle room in DM, although thats a different rig, only requiring the item once then diabling the alcove.
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