I have been working on a map on which I want to use two different triggers to affect an object. An example would be a console which can raise and lower a force field as if it were a toggle.
I have gone through all 7 of Kirkfat's trigger tutorials, and I have learned some things from them, but my situation seems to be outside of the scope of those tutorials.
Here is the situation:
I have "a" console that is used to raise or lower a force field. However, this console is actually two consoles, "ObjectA" and "ObjectB," which are co-located. Both affect a force field, "ObjectC," which is made visible or invisible by the consoles.
ObjectA has the prompt to "Raise the force field," which makes the force field, ObjectC visible. ObjectB has the prompt to "Lower the force field," which makes ObjectC invisible. I am using two separate consoles because I want to have two different prompts, rather than a less-immersive "Raise/Lower" or "Toggle" prompt.
The three objects are set like this:
ObjectA is set to be visible "immediately," then set to be hidden when "This Component Complete."
ObjectB is set to become visible when "Component Complete" and is set to ObjectA, and then hidden when "This Component Complete."
ObjectC is set to become visible when "Component Complete" and is set to ObjectA, and then hidden when "Component Complete" and is set to ObjectB.
Simple enough, or so I thought.
However, once the force field is raised, I want to be able to activate ObjectB, making ObjectC invisible, but also making ObjectA once again visible and ObjectB invisible. The problem I am having is that I can't figure out how to make ObjectA visible again after making ObjectB and ObjectC invisible. When I get to that point, everything is invisible and I can't start the cycle over.
I'm probably not explaining this clearly, but basically my question is, how can I make ObjectA visible once again so I can toggle the force field on again? I have tried linking both consoles to each other and to a third "always-visible, but hidden below the floor" object, but that didn't work, either. I thought about using a branching dialog, but I don't want the dialog interface, just a simple "Raise the force field" or "Lower the force field" interaction button.
Thanks in advance, and I hope this wasn't too confusing.
I believe the problem you're running into is that once your object A has gone from visible to invisible, there's no way to get it back, and once you've interacted with an object once, you can't do it again.
What you'll deed is an Object D, a new console that spawns in the same position after activating object B. You will also need an Object E, a new forcefield co-located with Object C and set to become visible when Object D is activated. If you want to lower the forcefield again, you'll need an Object F, and so on and so forth.
There's no way to loop it using the same objects, you have to spawn all new ones.
Check out the latest episode of The Foundry Roundtable at StarbaseUGC
The Foundry does not support, at this time, toggle-triggers. In essence each component has two allowed state-changes, once when they become visible and the next -- and last -- when they become invisible. This means that your ability as an author to create toggles is limited by how many objects you're willing to sacrifice for the illusion of a toggle.
It is impossible to simulate infinite toggles and eventually the player may run through all the objects used for the toggle and the illusion will break.
The poster formerly known as LordOfPit, and his blog.
* Dec 2007 (CO)
* Oct 2008 (STO)
*sigh* Well, thanks for the info, everyone. I guess toggle triggers are one of those things we need to add to the "desired features" list (if it hasn't already been added -- I would be surprised if it hasn't).