Callbuttons problem

Callbuttons problem

Hammer Mapping — Page [1]
ColinB

2009 Dec 12 • 48
I made a 3 storey elevator. Each floor has a gobutton (gb) to go to the one other floor, a gobutton to go to the other other floor and a call button (cb) to call the elevator to that floor.
All the buttons also listen to a multisource and an env_global to tell them when to function. Whenever the elevator (e) is at a floor, this floor's callbutton will be inactive (i) and its gobuttons will be active (a). At the same time the other floors's callbuttons will be active and their gobuttons will be inactive. Here's a scheme to clarify the situation:

3F_________gb a
3F___cb i
3F_________gb a
======== e_____(elevator is here, callbutton is inactive, gobuttons are active)2F_________gb i
2F___cb a
2F_________gb i
========_______(callbutton is active, gobuttons are inactive)
1F_________gb i
1F___cb a
1F_________gb i
========_______(callbutton is active, gobuttons are inactive)

The active callbuttons are actually copies of the gobuttons from the floor where the elevator is at. This requires the callbutton to switch targets. I used trigger_changetarget entities to do this.

The gobuttons work perfectly which raises the question why the callbuttons work only one time and any time after the first time I press one of them they don't do anything. Help would be really appreciated (as the callbuttons are the only thing left to fix my rmf).

Greetings Colin
 
 
 
2010 Jan 29 at 13:23 PST — Ed. 2010 Jan 30 at 10:06 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
I tried something similar to this with a 3-storey elevator with doors and ended up with approximately 100 entities. Though I did put the buttons inside the elevator as well, which complicated matters a lot.

Which entity's target are you changing with trigger_changetarget? Because I remember that I tried changing the target of the path_corner to the next stop and it didn't work, what I had to do was change the target of the func_train (the elevator) instead.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2010 Jan 29 at 13:40 PST — Ed. 2010 Jan 29 at 13:41 PST
ColinB

2009 Dec 12 • 48
I'm using func_tracktrain and path_tracks for my elevator. I didn't know you could change the func_train's target by the way. I'm changing the callbutton's targets. Since the callbuttons are synchronized with the propriate gobuttons the whole time I don't understand why they don't function after I use them one time.
Can you help me with this?
 
 
 
2010 Jan 29 at 15:50 PST — Ed. 2010 Jan 29 at 18:34 PST
MartinMartin
2010 Jan 28 • 14
Hell, i dont even know how to make an elevator going from one floor to another ^^

Im trying to figure out how to make a bombsite.. care to help me?
Vanquish my firetruck then ^^
(I am aware this is crazy off topic, sorry for that but i really need help with this it's the final touch to my new map :D)

Sorry & Thanks
 
 
 
2010 Jan 29 at 16:08 PST
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
I think, to get a better idea of the problem, you should/need to upload your map. This is some very delicate entity work, in which it is important that every property of every entity matters (you have, what, about 15 properties per entity, plus flags, times how many entities?). So going through all of the properties here is silly.

Also, on a personal note, nice job for trying something different, and harder (you could have jus' made stairs instead).
 
 
 
2010 Jan 29 at 22:24 PST — Ed. 2010 Jan 29 at 22:26 PST
ColinB

2009 Dec 12 • 48
I fixed it. The reason the callbuttons didn't do anything after I pressed them once was I forgot to change back their delay properties which were set at 256 until I just changed them.

If you're interested here's the rmf and if the link doesn't work just tell me and I'll post a new link.

http://www.speedyshare.com/files/20670537/lift_origineel.rmf
 
 
 
2010 Jan 31 at 07:05 PST — Ed. 2010 Jan 31 at 07:09 PST
ColinB

2009 Dec 12 • 48
@ Mate De Vita: You could try first making gobuttons and give the callbuttons the same targets.
 
 
 
2010 Feb 9 at 16:17 PST
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