just asking if some experienced scripter can check these scripts:
it works well, but to be sure, maybe there is a better way or it should'nt be done that way:
it's both log1 script:
this one is activated by a timer, the timer activate/deactivate 7 teleporters one by one: after going trough this, a floor trigger call the second function, to desactivate all teleporters. (the timer is desactived with the floor trigger)
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Code: Select all
spot = 1
function cycletele2()
local tele = {ctele1,ctele2,ctele3,ctele4,
ctele5,ctele6,ctele7}
if spot == 1 then
ctele1.controller:activate()
ctele2.controller:deactivate()
ctele3.controller:deactivate()
ctele4.controller:deactivate()
ctele5.controller:deactivate()
ctele6.controller:deactivate()
ctele7.controller:deactivate()
end
if spot == 2 then
ctele1.controller:deactivate()
ctele2.controller:activate()
ctele3.controller:deactivate()
ctele4.controller:deactivate()
ctele5.controller:deactivate()
ctele6.controller:deactivate()
ctele7.controller:deactivate()
end
if spot == 3 then
ctele1.controller:deactivate()
ctele2.controller:deactivate()
ctele3.controller:activate()
ctele4.controller:deactivate()
ctele5.controller:deactivate()
ctele6.controller:deactivate()
ctele7.controller:deactivate()
end
if spot == 4 then
ctele1.controller:deactivate()
ctele2.controller:deactivate()
ctele3.controller:deactivate()
ctele4.controller:activate()
ctele5.controller:deactivate()
ctele6.controller:deactivate()
ctele7.controller:deactivate()
end
if spot == 5 then
ctele1.controller:deactivate()
ctele2.controller:deactivate()
ctele3.controller:deactivate()
ctele4.controller:deactivate()
ctele5.controller:activate()
ctele6.controller:deactivate()
ctele7.controller:deactivate()
end
if spot == 6 then
ctele1.controller:deactivate()
ctele2.controller:deactivate()
ctele3.controller:deactivate()
ctele4.controller:deactivate()
ctele5.controller:deactivate()
ctele6.controller:activate()
ctele7.controller:deactivate()
end
if spot == 7 then
ctele1.controller:deactivate()
ctele2.controller:deactivate()
ctele3.controller:deactivate()
ctele4.controller:deactivate()
ctele5.controller:deactivate()
ctele6.controller:deactivate()
ctele7.controller:activate()
end
if spot == 7 then
spot = 1
return
end
spot = spot + 1
end
function teleporterStop()
ctele1.controller:deactivate()
ctele2.controller:deactivate()
ctele3.controller:deactivate()
ctele4.controller:deactivate()
ctele5.controller:deactivate()
ctele6.controller:deactivate()
ctele7.controller:deactivate()
endnow, the pit script:
it is activated by a timer, which is activated by a button, then at the end, the script stop the timer.
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counter = 0
function count()
counter = counter + 1
end
function pit()
if counter == 1 then
pit1.controller:close()
elseif counter == 2 then
pit2.controller:close()
elseif counter == 3 then
pit3.controller:close()
pit1.controller:open()
elseif counter == 4 then
pit4.controller:close()
pit2.controller:open()
elseif counter == 5 then
pit5.controller:close()
pit3.controller:open()
elseif counter == 6 then
pit6.controller:close()
pit4.controller:open()
elseif counter == 7 then
pit7.controller:close()
pit5.controller:open()
elseif counter == 8 then
pit4.controller:close()
pit6.controller:open()
elseif counter == 9 then
pit3.controller:close()
pit7.controller:open()
elseif counter == 10 then
pit8.controller:close()
pit4.controller:open()
elseif counter == 11 then
pit7.controller:close()
pit3.controller:open()
elseif counter == 12 then
pit6.controller:close()
pit8.controller:open()
elseif counter == 13 then
pit9.controller:close()
pit7.controller:open()
elseif counter == 14 then
pit10.controller:close()
pit6.controller:open()
elseif counter == 15 then
pit9.controller:open()
elseif counter == 16 then
pit10.controller:open()
timerpit.timer:stop()
counter = 0
end
end