Need help with elevator in FoT

quietfanatic

Ancient One
I have a simple elevator which mainly uses waypoints, play wave,
alive at zone and switch OSS to move entities.

The massive {I have to copy it once for each entity} trigger works well once, but on the second time the switch's do not need to be pulled. Basically resetting hinges on the triggers:

Elevator(Preserve)

CONDITIONS
OSS-console1-Checked \ unitx HP>0 at zone1
ACTIONS
play wave \ B wait 2 second \ move unitx to wayx \ force view PI 1 on console2


Reset(Preserve)

CONDITIONS
OSS-console1-Checked
ACTIONS
B wait 1 second \ Set OSS-Unchecked

And likewise for the second floor.

I thought this would work but on the second time the entities get moved as soon as they enter the zone. How can I change back the switches OSS and get this trigger to work?


Any ideas anyone?

quietfanatic

interesting fact {1000 AP entities I edit teleport across large distances without being detected by zones eg. they can run across death zone lava without frying.} [/list]
 
You need to introduce some variables in there rather than keep using the OSS as a condition, give me a while and I'll dig out my old test maps and see what triggers I used. I think in the end I went for having two shafts one up one down, but I'll doublecheck. I do know that reseting the OSS can be a little buggy and doesn't always happen.

Edit Okay I've looked at my test map and you can go up or down as many times as you like, so if you're moving your squad seperately you can send them up one at a time, but if you go straight up/down, up/down more than twice you'll go into a feedback loop. So I put a staircase in so that once your squad goes up it can come down via a different route. Edit(2) Okay I've fixed the looping, basically I'd forgotten to change the action which resets the 'off' variable when I copied the trigger. :x

What I did was

I set up 4 variables, two switches tagged named 'lvl1' & 'lvl2' and two zones 'lvl1' & 'lvl2'.

trigger - 'start up'

condition :

always

action :

set mission variable 'up' is 'f'
set mission variable 'down' is 'f'
set mission variable 'on' is 'f'
set mission variable 'off' is 'f'

all the following triggers are preserved.

trigger - 'set variable up true'

condition :

object script state lvl1 checked

action :

set mission variable 'up' is 't'

trigger - 'set variable up false'

condition :

object script state lvl1 unchecked

action :

set mission variable 'up' is 'f'

trigger - 'set variable down true'

condition :

object script state lvl2 checked

action :

set mission variable 'down' is 't'

trigger - 'set variable down false'

condition :

object script state lvl2 unchecked

action :

set mission variable 'down' is 'f'

then to move the squad members

trigger - 'move recruit1 up'

condition :

recruit1 has more than 0 alive in lvl1 zone
mission variable up is 't'
mission variable on is 'f'

action :

move unit recruit1 to lvl2_wp
centerview for Human on lvl2_wp
B wait 1
set mission variable 'on' is 't'

trigger - 'move recruit1 up (2)'

condition :

recruit1 has more than 0 alive in lvl1 zone
mission variable up is 'f'
mission variable on is 't'

action :

move unit recruit1 to lvl2_wp
centerview for Human on lvl2_wp
B wait 1
set mission variable 'on' is 'f'

trigger - 'move recruit1 down'

condition :

recruit1 has more than 0 alive in lvl2 zone
mission variable down is 't'
mission variable off is 'f'

action :

move unit recruit1 to lvl1_wp
centerview for Human on lvl1_wp
B wait 1
set mission variable 'down' is 't'

trigger - 'move recruit1 down (2)'

condition :

recruit1 has more than 0 alive in lvl2 zone
mission variable down is 'f'
mission variable off is 't'

action :

move unit recruit1 to lvl1_wp
centerview for Human on lvl1_wp
B wait 1
set mission variable 'off' is 'f'

And the same for the other 5 squad members.

Basically the variables 'on' & 'off' just prevent the trigger from firing when you enter the elevator, before you've had a chance to hit the switch. Rather than having a trigger to try and reset the OSS of the switches by using the variables I can then just fire the triggers by turning the switches on or off with my squad members. Though that does mean using two triggers to move each actor up and another two triggers to move them down. :(
 
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