Question about multisources Created 18 years ago2006-10-31 09:47:58 UTC by Kinrah Kinrah

Created 18 years ago2006-10-31 09:47:58 UTC by Kinrah Kinrah

Posted 18 years ago2006-10-31 09:47:58 UTC Post #201485
I want to be able to set a multimanager to trigger when two things are on, and to be off when either of those things are off. I'm assuming a multisource is needed to combine the two buttons (an up/down button and a steam switch) but the multimanager doesn't have a Master keyvalue, so I thought, OK, let's send the multisource to trigger a door, and the door to target the multimanager and fire the multimanager on close as well. Now, the two things have to be on to activate the multimanager, but turning one thing off does not turn the multimanager off. Is there a way to do this?
Posted 18 years ago2006-10-31 10:05:43 UTC Post #201487
Tell us what the multimanager is doing. Usually once you trigger a multimanager it has to complete it's routine. I don't know how to turn off a multimanager; although there is a way to set up two multimanagers in a loop and control the looping. Let us know what you are trying to do and we can help.
Posted 18 years ago2006-10-31 10:35:45 UTC Post #201490
You do not necessarily need to have the Multisource act as a master.. just have it target the multimanager..

Am I correct? Sorry if I caused any confusion.
Posted 18 years ago2006-10-31 10:39:48 UTC Post #201491
Thats incorrect. Targetting the multimanager will cause it to run thought it targets.

Try this instead:

mm = multimanager
ms = multisource
rl = trigger_relay

Place your mm and add its targets. Place a rl and let it target the mm. Enter a name for the master field. Place a ms. Name it the same as the master of the rl. Place 2 buttons. Let these target the ms.

I hope this works, can't test it atm. :)
Posted 18 years ago2006-10-31 20:48:05 UTC Post #201538
I think Kinrah's mm is multithreaded and keeps running... he wants something to turn the mm off. But since the ms already triggered the mm, and the multithreaded mm will trigger itself, I think he needs to have one mm targetting the rl with the master set, which targets his desination mm - then his destination mm, after completing the task, targets back the mm targetting the rl...

Sounds too complicated. :confused: Argh
Posted 18 years ago2006-11-01 05:50:25 UTC Post #201562
What I've got (in this case the door kind of acts as a relay)

func_button and func_rot_button (or whatever it's named)
triggers
stairms
is master of
relaydoor
targets and also fires on close
stairmm
triggers
steps 1-10
Posted 18 years ago2006-11-01 09:50:39 UTC Post #201573
And so if one of the func_buttons turns off, you want the multimanager to stop on whatever step (1-10) it is performing? Is that right? It will be complex, but can be done...but it can't be done within the same multimanager. Let us know if that's what you're trying to do and we'll offer some suggestions.
Posted 18 years ago2006-11-01 14:54:44 UTC Post #201597
What I'm trying to do is, it's like a puzzle in the game Riven. The puzzle is, you have two switches. The first one you come across, after crossing a bridge, you can pull however you like, but it won't do a thing. Then, later, the player comes across a steam switch from where they can see a pipe going up to the bridge you crossed earlier. Flipping the switch reroutes the steam, and activates power to the switch. If you left it in the opposite direction earlier to which it started, the bridge's slats move up to form a staircase. Now you can use the first switch to move it as you like. But then, when you turn off the steam switch below, and the slats form the stairs, the stairs go back down again into a bridge. The steam powers the bridge and is a requirement for the bridge to be raised.

Now, on the original game, it was just a point and click, but for the 3D animation they captured I'm assuming their engine had the capability to keep the slats level while still attatched to something which with HL's engine is a func_door_rotating. Now, with this engine, that isn't possible, because you'd either have the slats moving up to an angle along with the railings, or not moving at all. So I'm having to settle with the steps (and later, the railing posts) being func_trains. They've obviously got to be controlled by a multimanager. And the buttons thing must be a multisource. But I just can't figure how they can work together.
Posted 18 years ago2006-11-01 20:02:52 UTC Post #201642
Wow, that will be really complex. Take it in small steps. Do you have the multimanager working already? Maybe you could just cause the staircase to become a bridge again after a short pause by triggering another multimanager, rather than trying to control it with the multisource. That way, you've already got all the pieces in place, you just have to add the part the turns the staircase back into the bridge. Also, it will be very difficult to get the staircase to turn; it can probably be done, but it will become very complex.
Posted 18 years ago2006-11-23 15:20:53 UTC Post #203802
what u need a soccer ball for? just askin?
Posted 18 years ago2006-11-23 21:16:34 UTC Post #203843
What on earth are you talking about LCP? No body mentioned the soccer ball model in this thread before.

As for your question- it might be used if you want to make a school, a city... improvise! :)
Posted 18 years ago2006-11-24 00:23:57 UTC Post #203866
what u need a soccer ball for?
...Playing...Soccer? (Football, UK) :)

I can think of a few uses. Particularly painful uses in situations involving 3 week old, pointless thread bumpers!

Start your own thread!
monster_urby monster_urbyGoldsourcerer
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