Lever Question. - by Z
MysteryMan on 11/7/2013 at 16:02
Quote Posted by sNeaksieGarrett
It didn't work, but then I'm not sure I did this right. I was a little confused as to how to set this up. I understand there was the one way where you have the AI frob a lever, but that would require Garrett walking into a boundstrigger or marker that the AI is linked to via AIWatchObj, correct? Then, there's the other way involving S&R, which is the route I'm trying to take. You still have a marker in this case, right?
Here's what I tried:
- I created a new lever so that I now have two.
- I put a FrobStim Receptron on Garrett, min intensity 0, no max
Effect: Frob Object, Target Object BigFloorLever(244)
- I put a Source on the door itself, FrobStim, Propagator Radius, Intensity 0.
Edit Shape: Radius 6.00
- I linked (244),frobbed by Garrett, to (324),the first lever that teleports into the room next to the door, with a FrobProxy (AllowDirect) link.
The 324 lever is CD linked to the door. The 324 lever is ~ControlDevice from a teleportTrap.
I am not sure that door would work since it is moving terrain,but I think I would increase the intensity of the source to 9.00, and the min on Garrett to 9.00. With just a 6 foot radius from the door to Garrett, will the door still be able to open with the door so close to Garrett? The radius is measured from the center of the object to the center of Garrett's avatar.
Did you save the gamesystem after placing the frobstim on Garrett? If the door can't handle the stim, then perhaps a marker in the center of the door with the frobstim. You might have to play around with radius a bit to get it to work the way you want it.
sNeaksieGarrett on 11/7/2013 at 16:19
I got something to happen with a marker instead of the door, but it retriggers every second, so you can hear the lever being frobbed constantly. The door doesn't budge.
The destroytrap isn't working.
Actually the frobbing works with the door too.
MysteryMan on 11/7/2013 at 16:32
Quote Posted by sNeaksieGarrett
I got it to work with a marker instead of the door, but it retriggers every second, so you can hear the lever being frobbed. The door doesn't budge.
Which lever from the blue room does the destroytrap get linked from?
The lever that the frobstim frobs will do. You might add TrapControlFlags-->"Once" to a relay trap and not try to destroy the marker. The reason is because it has a stim on it, and that may be causing it to fire over and over again.
If you have any further trouble with it, then you might try:
You may have to adjust the life cycle data in the source editor if it fires more than once. The relay may help because the trapcontrolflags should allow only one turnon, so the teleport trap will only work once.
Lever in blue room frobbed by stim---->Cd linked---->Relay(TrapControlFlags-->Once)--->Teleport Trap, and do not attempt to destroy the marker with the stim on it. Just delete the destroy trap.
sNeaksieGarrett on 11/7/2013 at 16:55
Okay, I think I was doing this wrong the whole time. I had a boundstrigger that was frobbing a relaytrap which then frobbed a teleportTrap so the lever would appear in the room. I also had a CD link to the door from the relaytrap or from the boundstrigger. So, the door was getting triggered by that. I deleted the boundstrigger and started over just using a Source on a Marker that garrett would walk into. Nothing happens now. The teleportTrap doesn't get triggered, nothing.
here's what I have:
"A marker" with Source
Garrett with Receptron
lever 244 frobbed by Garrett.
FrobProxy to 324(the teleporting lever) from 244
CD link from 244 to a relaytrap with trap control flags: once
CD link from the relaytrap to a teleportTrap.
TeleportTrap CD linked to 324.
244 CD linked to door.
324 CD linked to door.
MysteryMan on 11/7/2013 at 21:29
Quote Posted by sNeaksieGarrett
Okay, I think I was doing this wrong the whole time. I had a boundstrigger that was frobbing a relaytrap which then frobbed a teleportTrap so the lever would appear in the room. I also had a CD link to the door from the relaytrap or from the boundstrigger. So, the door was getting triggered by that. I deleted the boundstrigger and started over just using a Source on a Marker that garrett would walk into. Nothing happens now. The teleportTrap doesn't get triggered, nothing.
here's what I have:
"A marker" with Source
Garrett with Receptron
lever 244 frobbed by Garrett.
FrobProxy to 324(the teleporting lever) from 244
CD link from 244 to a relaytrap with trap control flags: once
CD link from the relaytrap to a teleportTrap.
TeleportTrap CD linked to 324.
244 CD linked to door.
324 CD linked to door.
I made a little demo for you. The radius is set at 10.00 Just copy the settings from the FrobStim Marker #5 in the center of the door.
Edit: thei right .mis with .gam file: (
http://www.mediafire.com/?a9397799zvox3l9) http://www.mediafire.com/?a9397799zvox3l9
sNeaksieGarrett on 11/7/2013 at 22:53
I wasn't able to open it unfortunately. When trying, it asks for dedx01.gam (which, I do happen to have) but then afterwards I get an error and dromed crashes.
MysteryMan on 11/7/2013 at 23:53
Quote Posted by sNeaksieGarrett
I wasn't able to open it unfortunately. When trying, it asks for dedx01.gam (which, I do happen to have) but then afterwards I get an error and dromed crashes.
Sorry, forgot to include the .gam file with the .mis
(
http://www.mediafire.com/?a9397799zvox3l9) http://www.mediafire.com/?a9397799zvox3l9
sNeaksieGarrett on 12/7/2013 at 00:25
That wasn't the issue though, as I said, I DO have dedx01, but I got an error message after loading the gam.
I get an assertion failed bounds.max <= HACK_MAX_OBJ Yes No Cancel
EDIT:
I don't know why I didn't think of this until now, but I just opened it up in NewDark Dromed. I was trying to open it in Dromed 1.18, but it opened fine in NewDark.
Also, I'm sorry I didn't make this clear, but the mission I'm working on with the lever thing is for multiplayer and requires thief 2 1.18. My guess is that you made this demo with NewDark, which would probably explain why I'm getting an error in Dromed 1.18.
Update:
Okay, I don't know what's going on but nothing happens in-game. I noticed FrobStim is missing from the list of Stimulus. o.0
Also, your Garrett doesn't have a receptron.
Update 2:
Okay, I made a new stimulus called NewStim in your demo, put a stimulus on Garrett and I've gotten it to work when Garrett walks near the door. However, I also had to add Script>Timing so that the door would close after a bit. Then, I tried frobbing the lever and it didn't work: I still have to frob it twice.
MysteryMan on 12/7/2013 at 00:51
Quote Posted by sNeaksieGarrett
That wasn't the issue though, as I said, I DO have dedx01, but I got an error message after loading the gam.
I get an
assertion failed bounds.max <= HACK_MAX_OBJ Yes No CancelUse the Dedx01.gam file I included in the new zip and hit Cancel if it doesn't crash.
Okay then, I will lay it out for you:
With your marker in the center of the door, use 9.00 intensity-Radius,Edit shape 10.00,line of sight,none.
Edit the Life Cycle:
No max firings
Period:3000
Max Firings:1
Intensity Slope 0.00
The FrobStim on Garrett(-2099) Min Intensity 9.00, NoMax,Frob Object,Target(Name your floor lever)
Use your relay (TrapControlFlags--->Once---->Cd--->TelportTrap--->Stim Marker to blue room.
This will keep the Stim from activating again as you step through the door.
Use the same relay to teleport the lever to your room.
The radius of the stim should be set at 10.00
sNeaksieGarrett on 12/7/2013 at 01:12
Hitting cancel just causes dromed to crash.
See my updates from my last post. Still doesn't work. I'll try what you typed out though into my mission in dromed 1.18.