Lever Question. - by Z
MysteryMan on 12/7/2013 at 01:17
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 CancelEDIT:
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.
If you have to frob the lever twice then you must not have a frob proxy link (Allow Direct) from the floor lever in the blue room (To be teleported in) to the floor lever that Garrett frobs. Both levers should be cd linked to the door. Basically just one lever, but 2 different objects using the frob proxy.
The way I had it set up in the demo, is that the player walks toward the door, the door opens, the player walks through the door to find the lever(teleported in), then the player uses the lever to close the door.
sNeaksieGarrett on 12/7/2013 at 01:51
But that's not what I was trying to get to happen. Garrett doesn't frob the lever to close the door, it closes itself with the Timing property. In order to get back through, Garrett has to die and then he uses a lever on the side of the door he came from.
This is why I have to frob it twice I think, because the lever doesn't know that the door closed itself and so it's still in the "off" position I guess. To open the door again I have to frob it twice. Also, your setup didn't work for me until I tried NewStim, added a Receptron to Garrett, saved my gamesys and reloaded dromed. I don't know why, but for some reason on my end FrobStim just doesn't want to cooperate. I also named the marker just to be safe. NewStim works fine, but, as I said, I have to frob the lever twice after the door closed. Also, I do have a FrobProxy link. I'm probably either A. linking and such confused, or B. It's just not working for some reason. I tried to follow your demo to the letter by having two dromed windows open too.
MysteryMan on 12/7/2013 at 01:58
Quote Posted by sNeaksieGarrett
But that's not what I was trying to get to happen. Garrett doesn't frob the lever to close the door, it closes itself with the Timing property. In order to get back through, Garrett has to die and then he uses a lever on the side of the door he came from.
This is why I have to frob it twice I think, because the lever doesn't know that the door closed itself and so it's still in the "off" position I guess. To open the door again I have to frob it twice. Also, your setup didn't work for me until I tried NewStim, added a Receptron to Garrett, saved my gamesys and reloaded dromed. I don't know why, but for some reason on my end FrobStim just doesn't want to cooperate. I also named the marker just to be safe. NewStim works fine, but, as I said, I have to frob the lever twice after the door closed. Also, I do have a FrobProxy link. I'm probably either A. linking and such confused, or B. It's just not working for some reason. I tried to follow your demo to the letter by having two dromed windows open too.
Using the Timing on the door will not send a turnon to reset the door after it is closed, it only sends a turnoff to close it. EDIT:In the mean time, the lever is still in the TurnOn Position. It has to be reset,in other words, in the TurnOff position, so that the player frobs it to TurnOn postion when he comes back.
Okay, I see now. Just for info: The same control device link that opens the door must also close the door, or at least for simplicity. If you remove the link from the relay trap to the marker, walk through the door and approach the door now that it's open, the stim will also frob the same lever again to close it. Then you can frob the lever only once to open it again. Don't know if this helps.
One way to getaround having to frob the lever twice without using the timing from the door:
Teleport the stim marker to the blue room, but prior to that have a new stim marker(To close the door) about 8 feet on the other side of the door. Reduce the source stim radius to 8.00 feet or so, that the door will start to close soon after the player walks through it. EDIT: The lever will have to be frobbed again to reset the lever, so that when the player dies, and comes back, one throw of the lever will open the door.
Use the teleported lever, and cd link---->New Relay Trap(TrapControlFlags---->Once---New Teleport Trap--->New Stim Marker, so it is teleported to the blue room as soon as the player triggers the stim.
Now the door is closed, and the lever should be in the TurnOff position, ready for the player to died, then come back and throw the lever just once to open it.
Just an idea ! I think I would have set it up similar to activaing lost city lights. You walk into the roombrush, the light goes on, and when you exit the roombrush the light goes out. Door Open, Door Close, and teleport the lever in.
One concrete roombrush is all that is needed, along with a relay trap and destroy trap,teleport trap, and one floor lever.
darthsLair on 12/7/2013 at 14:47
Quote Posted by MysteryMan
Just an idea ! I think I would have set it up similar to activaing lost city lights. You walk into the roombrush, the light goes on, and when you exit the roombrush the light goes out. Door Open, Door Close, and teleport the lever in.
One concrete roombrush is all that is needed, along with a relay trap and destroy trap,teleport trap, and one floor lever.
Hi sNeasksie, sounded like some fun to put a demo together for you. The first room is BoundsTrigger, the Second is Concrete RoomBrush Trigger. Good luck with your multiplayer renovation.
(
http://www.4shared.com/file/RrvLChI_/DoorDemo118.html) http://www.4shared.com/file/RrvLChI_/DoorDemo118.html D2 1.18
sNeaksieGarrett on 12/7/2013 at 16:35
Oh thanks darth! I just set up a system based on MysteryMan's idea of using the room as a trigger. Don't know why I didn't think of that before, it works great! Well, except for one minor thing that bugs me though. The door closes immediately after garrett leaves the room, it'd be great if there was a short delay.
I'll check out your demo all the same though, darth.
EDIT: I can't download your file. 4shared is telling me I need an account to download the file. :(MysteryMan:
I gave up on the source and receptron/lever setup because even though I got the markers to work, standing in the marker would make garrett continously frob it which would make the door open and close. Now, the first marker on the first side of the door would get teleported away I think, but the second one on the other side of the door did not want to budge. I tried linking the marker to a relaytrap connected to a teleportTrap that would then teleport that same marker somewhere else, but it didn't want to work. I even tried adding a new lever and linking the marker to that which was then linked to the relayTrap. Nothing.
Also, I really think folks should use (
https://www.dropbox.com/pricing) Dropbox if they can for files on these forums. You get 2gigs of space with a FREE account. No ads, no pop ups, simple.
MysteryMan on 12/7/2013 at 19:00
Quote Posted by sNeaksieGarrett
Oh thanks darth! I just set up a system based on MysteryMan's idea of using the room as a trigger. Don't know why I didn't think of that before, it works great! Well, except for one minor thing that bugs me though. The door closes immediately after garrett leaves the room, it'd be great if there was a short delay.
Reduce the door speed to 1.00 or 0.50, although it will take a split second longer to open.
sNeaksieGarrett on 12/7/2013 at 19:34
That helps, thanks.
I also came up with this as an intermediary between the door and the roombrush:
TimedRelay(a marker)
Script>Timing: 8000
Scripts: {TrapTimedRelay;;;;FALSE}
MysteryMan on 12/7/2013 at 19:42
Quote Posted by sNeaksieGarrett
That helps, thanks.
I also came up with this as an intermediary between the door and the roombrush:
TimedRelay(a marker)
Script>Timing: 8000
Scripts: {TrapTimedRelay;;;;FALSE}
Good idea ! It would be a good idea to custom name your gen.osm, and provide it in the zip. This way the timing should work on all machines.
The way you do this is to save the .gam system, then open dromed back up and drop the gen.osm script.
Then,rename it to your liking, like mp.osm, or such. Then, script_load mp.osm. Just don't try to load a gen.osm back into your system.
sNeaksieGarrett on 12/7/2013 at 20:21
Oh, I already have a custom gamesys, or is that not what you meant? So I can now just drop gen.osm at this point?
That's interesting though, didn't know that was an issue between machines. I guess I should have, because now that I think about it, there's been multiple versions of gen hasn't there? (although I wouldn't have known about what gen.osm applies to in usage.) Or actually, another thing I could do is include my version of gen.osm in my zip, although I don't know if darkloader would back up the FM player's gen.osm file.
R Soul on 12/7/2013 at 20:22
Quote Posted by MysteryMan
The way you do this is to save the .gam system,
Save/load the mission, not the gamesys.