- Jul 10, 2011
- 355
- 299
Hello there.
I'm having a bit of an issue.
In my map, I have 2 trains which pass by on random intervals. These trains cross the path that the Payload bomb takes.
I currently have 3 trigger_multiples set up, one for each of the trains and one for the bomb. I have a filter set so nothing can activate each trigger but the object that was meant to activate it (e.g. the trains or the bomb).
Ideally, I'd like to construct an AND gate that checks if a train is passing by and if the bomb is about to cross the tracks, and if the outputs are both true, then to stop the bomb until the train clears the tracks, at which point the bomb is restarted (similar to the turntable on Barnyard Blitz, only more random and much more specific. )
However, I have no idea how to even begin with making a function similar to an AND gate in TF2. My current set up uses a Logic_compare with the initial value set at 0 and initial comparison set at 2. When the bomb enters its trigger, the comparison value is set to 1. When the train enters its trigger, the regular value is set to 1 and then the values are compared. Once the train or bomb leaves its trigger, the values are reset.
If the values are equal, the logic_compare sends a "Stop" input to the bomb, and once they become inequal again, the logic_compare sends a "Resume" command.
IN THEORY, it should work. In theory.
However, in practice, it's as if nothing's there. I've been researching any way to solve this issue and been turning up zip, so I turn to you guys to help. Anyone have any ideas? What am I doing wrong?
I'm having a bit of an issue.
In my map, I have 2 trains which pass by on random intervals. These trains cross the path that the Payload bomb takes.
I currently have 3 trigger_multiples set up, one for each of the trains and one for the bomb. I have a filter set so nothing can activate each trigger but the object that was meant to activate it (e.g. the trains or the bomb).
Ideally, I'd like to construct an AND gate that checks if a train is passing by and if the bomb is about to cross the tracks, and if the outputs are both true, then to stop the bomb until the train clears the tracks, at which point the bomb is restarted (similar to the turntable on Barnyard Blitz, only more random and much more specific. )
However, I have no idea how to even begin with making a function similar to an AND gate in TF2. My current set up uses a Logic_compare with the initial value set at 0 and initial comparison set at 2. When the bomb enters its trigger, the comparison value is set to 1. When the train enters its trigger, the regular value is set to 1 and then the values are compared. Once the train or bomb leaves its trigger, the values are reset.
If the values are equal, the logic_compare sends a "Stop" input to the bomb, and once they become inequal again, the logic_compare sends a "Resume" command.
IN THEORY, it should work. In theory.
However, in practice, it's as if nothing's there. I've been researching any way to solve this issue and been turning up zip, so I turn to you guys to help. Anyone have any ideas? What am I doing wrong?