Re: Mod [WIP] The Rise of Simon
Posted: Fri Dec 14, 2012 8:59 am
I make many puzzles similar to this, and even the shops in HH2 use it, but same problem with taking the item back. What I've ended up doing is using an altar instead of alcove.
then u can set up an invis, deactivated teleporter for items only on the altar square.
Make a timer set to .1s to activate the teleporter (add "timer_12: activate()" to the script)
and u could just use the spawner timer to deactivate the tele shortly after so subsequent items placed wont teleport away.
If the correct item is placed, it "disappears" in a tenth of a second. If not, nothing happens.
otherwise u could make a second timer set to .3 to deactivate it.
You could also make a second script for it with the altar set for deactivate to make whatever you wanted to happen. But if they so much as picked up a torch from it, the script would execute.
Pretty sure the hudPrint error was a result of it getting confused with the "and".
EDIT: Just realized you are trying to action on the deactivate, instead of activate. Think you can simply change the connector to the script to deactivate, but the entity/item check on the alcove will not work as the object leaves the alcove. Meaning that a player could set a rock on the alcove, then remove the skull without penalty. (Unless alcoves have the "always activate" feature, then any item removal will execute the script, regardless of what's contained, or how many.) Sorry if this seems vague, my LoG is down and I can't reference anything
then u can set up an invis, deactivated teleporter for items only on the altar square.
Make a timer set to .1s to activate the teleporter (add "timer_12: activate()" to the script)
and u could just use the spawner timer to deactivate the tele shortly after so subsequent items placed wont teleport away.
If the correct item is placed, it "disappears" in a tenth of a second. If not, nothing happens.
otherwise u could make a second timer set to .3 to deactivate it.
You could also make a second script for it with the altar set for deactivate to make whatever you wanted to happen. But if they so much as picked up a torch from it, the script would execute.
Pretty sure the hudPrint error was a result of it getting confused with the "and".
EDIT: Just realized you are trying to action on the deactivate, instead of activate. Think you can simply change the connector to the script to deactivate, but the entity/item check on the alcove will not work as the object leaves the alcove. Meaning that a player could set a rock on the alcove, then remove the skull without penalty. (Unless alcoves have the "always activate" feature, then any item removal will execute the script, regardless of what's contained, or how many.) Sorry if this seems vague, my LoG is down and I can't reference anything