Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Trigger expert needed.
05-07-2011, 06:35 AM
I have quite the logic problem with some trigger set up.
So far I think I have mastered trigger use quite well I think, but can't solve the following problem.

I have 3 triggers set up on my space map.
Each trigger is spawning different enemies and friendlys.
The problem is, the player should only spawn one of those options.
I tried to make the other two triggers invisible when one of them is used.
However I can not tie the dissapearance of one object to an interaction with two other objects. When I tie two objects to it, the player has to interact with both of them to make the third disappear.
How can I set it up, that the player can use either one of the triggers and make the other two disappear as intended?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-07-2011, 07:15 AM
If I understand correctly, you want to have 3 options presented to the player... when one is chosen, the other two disappear?

I think you are going to have to split 'em up and present only two options max at a time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-07-2011, 07:45 AM
So there is no way at the moment for a single effect acomplished from two different interactives?
Dammn, that will make me look much less clever and the mission a bit less impressive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-07-2011, 07:51 AM
Quote:
Originally Posted by Timelord_Victorious
So there is no way at the moment for a single effect acomplished from two different interactives?
Dammn, that will make me look much less clever and the mission a bit less impressive.
It's a limitation right now.

Ideally, you could create branching possibilities in a mission without resorting to triggers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-07-2011, 05:01 PM
I don't know if the reach marker triggering works properly at the moment. I know there were multiple problems with the markers earlier. Such as invisible markers triggering events, and markers not triggering events if the player was inside the area when they were spawned in.

I they work, then try this:

You have 3 interact objects (A, B, C).
Put 2 reach markers around each object.

Event-A triggers if you component complete
Marker-AB
Marker-AC

Event-B triggers if you component complete
Marker-BA
Marker-BC

Event-C triggers if you component complete
Marker-CA
Marker-CB

Now the funny part (CC = Component Complete):

Marker-AB: Invisible => CC Object A => visible => CC Object B => Invisible
Marker-AC: Invisible => CC Object A => visible => CC Object C => Invisible

Marker-BA: Invisible => CC Object B => visible => CC Object A => Invisible
Marker-BC: Invisible => CC Object B => visible => CC Object C => Invisible

Marker-CA: Invisible => CC Object C => visible => CC Object A => Invisible
Marker-CB: Invisible => CC Object C => visible => CC Object B => Invisible


You decide to go the B path.
Interact Object-B. Doing so will spawn up Marker-BA and Marker-BC and turn off Marker-AB and Marker-CB. Since you are inside the marker area BA and BC, those markers should trigger immediately, thus start Event B


You decide to try the A path afterward.
Interact Object-A. Doing so will spawn up Marker-AC but will not spawn Marker-AB because it was explicitly hidden earlier. Thus nothing will happen.

OR

You decide to try the C path afterward.
Interact Object-C. Doing so will spawn up Marker-CA but will not spawn Marker-CB because it was explicitly hidden earlier. Thus nothing will happen.

There are quite a few IFs in this solution, because I can't test myself.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-07-2011, 06:24 PM
Yeah, thanks... I was starting to think along those lines.
Might have to try that out.
If it works:Awesome!!
That will be one complicated Trigger construct!
If it glitches sometimes, can't be helped. It won't be ideal, but wont break the mission either.
Worst that could happen is that you spawn some more enemys after the fact.

I will let you know how it works out, once I got the rest of the mission working properly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-07-2011, 07:43 PM
It may not work for all situations, and may be weird to the player depending on how its done, especially in a space map, but what you can try is to block off the other two triggers when the first is activated. For example three triggers, using one will activate the enemies, AND forcefields/invisible walls around the other two triggers.

So if someone activates trigger A, it puts forcefields/invisible walls around B and C. Using B would put forcefields around A and C. And using C would put forcefields around A and B. This would prevent the player from using more than one trigger. I think that would accomplish what you want, preventing the player from activating more than one trigger.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-07-2011, 08:04 PM
Quote:
Originally Posted by Pendra37 View Post
I don't know if the reach marker triggering works properly at the moment. I know there were multiple problems with the markers earlier. Such as invisible markers triggering events, and markers not triggering events if the player was inside the area when they were spawned in.

I they work, then try this:

You have 3 interact objects (A, B, C).
Put 2 reach markers around each object.

Event-A triggers if you component complete
Marker-AB
Marker-AC

Event-B triggers if you component complete
Marker-BA
Marker-BC

Event-C triggers if you component complete
Marker-CA
Marker-CB

Now the funny part (CC = Component Complete):

Marker-AB: Invisible => CC Object A => visible => CC Object B => Invisible
Marker-AC: Invisible => CC Object A => visible => CC Object C => Invisible

Marker-BA: Invisible => CC Object B => visible => CC Object A => Invisible
Marker-BC: Invisible => CC Object B => visible => CC Object C => Invisible

Marker-CA: Invisible => CC Object C => visible => CC Object A => Invisible
Marker-CB: Invisible => CC Object C => visible => CC Object B => Invisible


You decide to go the B path.
Interact Object-B. Doing so will spawn up Marker-BA and Marker-BC and turn off Marker-AB and Marker-CB. Since you are inside the marker area BA and BC, those markers should trigger immediately, thus start Event B


You decide to try the A path afterward.
Interact Object-A. Doing so will spawn up Marker-AC but will not spawn Marker-AB because it was explicitly hidden earlier. Thus nothing will happen.

OR

You decide to try the C path afterward.
Interact Object-C. Doing so will spawn up Marker-CA but will not spawn Marker-CB because it was explicitly hidden earlier. Thus nothing will happen.

There are quite a few IFs in this solution, because I can't test myself.
I thought that we still can't make markers change states? Has this been fixed?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-07-2011, 08:53 PM
Nope.
That' why I now ultimately decided to dumb the whole thing down to two options now.
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