pukey brunster on 28/6/2016 at 06:06
I've read some tutorials and old threads, but I must be missing something..
I have a total of 6 combination locks, which spawn an object (create trap) and a sound (VO trap) once the correct code is entered. But when I go into game mode, three of the six combos immediately play the sound and spawn the object without entering the codes.
I have given each combo lock individual names on each Trap > QvarTrig, number button, and Odometer.. and each number code is unique.
And I've made sure the texture replace is "obj\txt\button7" for example (not obj\txt16\button7).
Still.. no bueno.
Does anyone know what I might have missed? Any help is appreciated :idea:
LarryG on 28/6/2016 at 06:45
More specific details on the setups that are failing would be helpful to helping you. Describe each object involved, their properties & links.
pukey brunster on 28/6/2016 at 07:37
I'm just awake enough to get my mind around this.. getting punchy here, so hope this makes sense ;)
Objects:
- Odometer
- Number Buttons (total of numbers 1 - 9)
- QvarTrigger
- CreateTrap
- VOTrap
Links on Qvar:
- CD to Create (Create already link to contain the object that should spawn when code entered)
- CD to VO (VO already linked to SoundDescription)
Properties:
Odometer: Trap > Quest Var > deathdoor
QvarTrig: Trap > Quest Var > "249:deathdoor
Number Button: Trap > Quest Var > deathdoor AND Shape > TxtRepl r0: obj\txt\button1 (or 2, 3, 4, etc.)
So.. I have this same setup repeated six times in my mission, all set with different number codes, and different "door" names (deathdoor, pagdoor, lcdoor, etc.). Each individual setup should spawn its own object and sound, but half of them are automatically there when I enter game mode.
Daraan on 28/6/2016 at 15:44
insert edit_scriptdata
check if there are TurnOn Messages from the QVarTraps under PendingPostedMessages. Delete.
Yandros on 28/6/2016 at 17:46
For the ones that trigger immediately when you enter game mode, you need to check the mission qvars and see if they're set to the correct combo from the start. That's usually what causes this. Typically you should set them all to 0 there so when you enter game mode they all start at 0 and none trigger right away (unless 0 is a correct combination).
pukey brunster on 29/6/2016 at 04:17
Thank you Daraan - I tried the edit_scriptdata, and there is nothing listed under PendingPostedMessages.. so I'm assuming that's good.
Yandros, how do you set to "0" as you described? They seem to be triggering without any world action, so this could be the case. The combo codes are all 3 digit codes (code listed on QvarTrig) and are different for each puzzle, so maybe I could try this.
Waterfront Racket BTW.. just awesome... I am unworthy.. ;)
Yandros on 29/6/2016 at 04:21
Thanks, glad you enjoyed it.
Click Editors > Mission Quest Variables and all of your combo vars will be there, and you can set their initial values.
pukey brunster on 29/6/2016 at 04:55
That fixed it.. many thanks! :thumb: