Looking For A Reliable "and" Gate

dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">multisource isn't cutting it</div> Basically, my map has two trigger_multiple block fields that need to set off a trigger_relay when both fields have a player in them. I would use the laser method of and, but in NS lasers do no damage (just grand). The trigger_relay needs to be triggered several times during the map, so the and must be able to reset properly. My map is pretty much done, it's just this one problem now stopping me from finishing it. Thanks for any help in advance.


FYI, laser AND method:
<a href='http://www.chatbear.com/board.plm?a=viewthread&t=938,1050693823,29791&id=443445&b=9' target='_blank'>http://www.chatbear.com/board.plm?a=viewth...1&id=443445&b=9</a>

Comments

  • dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
    Well, I solved my own problem. Yay.

    Problem:

    using a multisource in conjunction with a few trigger_multiple entities behaves strangely (ie: sometimes it won't trigger, or it will trigger when passing through one of the entities once or twice... no idea why)

    Solution:

    do not call the multisource directly from the trigger_multiple entities, have each trigger_multiple target a func_button, which in turn triggers the multisource. That will give you the "and" gate effect, without the strange side-effects when using trigger_multiple to make calls directly.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    I've seen another, much more cheesy, workaround. Using an env_beam that is allways on and blocked by 2 func_doors that are set to toggle. The beam is aiming at a button, when both doors are open the beam strikes the button and the button triggers whatever you want to trigger <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->.

    This can also be used with the random strike flag for the beam to create random events by having the beam randomly strike buttons(which might be usefull in mods without a trigger_random style entity).
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    ...Using an env_beam that is allways on and blocked by 2 func_doors that are set to toggle. The beam is aiming at a button, when both doors are open the beam strikes the button and the button triggers whatever you want to trigger...
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    and the original post:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    I would use the laser method of and, but in NS lasers do no damage (just grand).
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Oops!, Only read the second post stating how he solved it.
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