Rantako on 19/5/2006 at 15:16
Maybe it's the 'Category:Object' used in the script condition - the elevator might not be considered an 'object'. Also, this condition would fire when
any object entered the volume (such as an arrow or something), not just the elevator, so it might be better to use '
When linked volume(s) [MYSELF] are breached by object(s) at end of [TriggerScript]' instead. Since you've already linked the volumes to the elevator that might work without any other changes
EDIT: You might want to look at the (
http://www.ttlg.com/wiki/wikka.php?wakka=WilloWisps) Pagan WilloWisps tutorial on the wiki, they work in a similar way to what you're doing.
Krypt on 19/5/2006 at 18:24
Here's a relatively simple way to do it with two scripts and some links. The first script would be to start the elevator moving by entering a volume, which can look something like this:
CONDITIONS
-When linked volume(s) [MYSELF] are breached by object(s) at end of [PLAYER]
ACTIONS
-Call elevator at end of [Triggerscript] to destination at end of [Association]
Create a Triggerscript link between the volume and the elevator, then an Association link between the volume and the first floor marker. Then put this script on each of the floor markers:
CONDITIONS
-When Floor Marker at end of link [MYSELF] is reached by elevator(s) at end of link [Triggerscript]
ACTIONS
-Call elevator at end of [Triggerscript] to destination at end of [Association]
-Reset conditions and actions
Then create Triggerscript links from each floormarker to the elevator, and an Association link from each marker to the next one in the path, in your case 1->2, 2->3, 3->4, 4->1.
Judith on 19/5/2006 at 20:17
Thx guys, but both methods dont' work, The first change has the same effect as my scripts, so elevator goes from 1 to 4 and stops. Your idea, Krypt, just makes the game crash, so I'm not able to verify how it's working... Changed the Association link to ElevatorFloorMarker - no cigar. Everything in my script seems to be ok, except for the reset. I also tried to put delay 10 sec. before reset to allow the elevator to get out of volume's range, but it doesn't work either.
I'll check the pagan intro scripts to find more bout will'o'wisps...
Judith on 19/5/2006 at 21:36
This is something really weird... When I use scripts from these will'o'wisps, everything is fine, but when I copy them and use under my own names - nothing happens, just as if the game was somehow protected from making the same scripts as the devs did..
Funny thing, there's no need to place 2, 5, 7, or 9 markers, as it's written in the WilloWisp tutorial, you can make 4 of them and write a script that returns your elevator to point 1 - devs just didn't need even numbers? :cheeky: So I guess one who wants to make more than 9 elevator stops will have to write additional scripts and everything should be fine. Thx again for your effort, guys!
Krypt on 19/5/2006 at 22:41
Huh, that's weird. I guess the game gets in an infinite loop or something if you try to do it the way I suggested. I was wondering why the authors of the Will-o-wisp scripts wrote them that way, but I guess this is the reason. It sucks when a seemingly arbitrary engine limitation gets in the way of something that should work.
Judith on 19/5/2006 at 23:02
*smacks his head* Duh! I'm such an idiot! :grr:
Of course you can copy dev's scripts and use them under your own name but they won't work until you compile/save them!
Looks like I've been sitting with this one a bit too long, sorry for this mess. I got used not to compile/save my scripts every time I make some changes, due to frequent viktoria errors, especially while I've been working with T3ed for some time. Looks like this can be a very important thing while testing scripts....