Beltzer on 20/9/2019 at 06:43
Thanks for the tips. I have almost gotten it to work, roughly. Now its just the rest. I'm gonna do this on three other objects too. When all the correct objects are placed and a signal is sent to the req all trap, then the event will happen. Thanks john, i will look at the demo :)
john9818a on 20/9/2019 at 10:15
You're welcome Beltzer. Typically if the player tries to frob the table with the wrong book it simply won't get placed at all. I couldn't see a way to have a wrong book placed and have a lever turned on but not trigger whatever the lever is CD linked to.
Beltzer on 20/9/2019 at 11:39
You have a point. I thought about that to. It was one of my beta testers idea, this with more than one book. Not bad, but it gets really complicated, for me anyway. Now i'm stucked again. If i'm not get this to work, i'll do it your way.
trefoilknot on 20/9/2019 at 22:34
Here's what I did in my mission:
I have four talisman wards to accept four talismans. Each ward will accept any talisman, but there's a 1-to-1 correspondence to figure out. Frobbing a ward with a talisman will place the talisman in the ward (regardless of whether or not it is correct), and frobbing again will move the talisman back into inventory. Only once all four are placed correctly will TurnOn be sent. It sounds like you want something similar, except only one instance of it, rather than four.
it's almost all done with S/R. There are probably better ways to do it, but I'm not clever enough :P
Each talisman is a source for a unique stim, and each ward reacts to each stim by frobbing a botton which sends TurnOn to a teleport trap which moves the associated talisman from inventory into the wards arms. The "correct" stim will also flip a switch sending TurnOn, and picking the correct talisman back up will frob the lever back into the off state (the talisman has StdButton on it).
I think you could take this same setup and apply it to your situation. Give all possible placeable objects a unique stim, and make the table respond to that stim by teleporting the object onto the table. Make the table respond to the proper stim by further activating the sequence of events you desire.
Hope that helps! If my description is confusing, I can send you the file so you can see how I rigged it. Cheers!
Beltzer on 21/9/2019 at 05:54
Thank you very much trefoilknot. Its the same setup i want. I also have four "correct" objects, but then all of them have three or four extra objects that would not work. I just wrote one in the first post, so there would not be so confusing, but it went that way anyway :) There be a lot of object for such a "simple" thing, so i sought when i began. I'm also there to, with almost the same setup as yours. Now i have a problem with the req all trap. I'll try it again, but i'm glad that i can ask you :)
john9818a on 21/9/2019 at 10:48
I was just wondering if the player will be able to use some sort of logic when placing the books. With 24 combinations players might get frustrated if they have to place and remove the books too many times.
Beltzer on 21/9/2019 at 11:32
Yes there are. There is other rooms that you can see how the objects looks like, and where the placement is. There are differences between the objects.