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Potsed by Emperor Ent:
It is still not working. I press the button, but the spinblock remains solid. Do all spinblocks work?
Hmmm....You want to make the spinblock open on command? Sooo your info should look like:
(0)=1
(1)=ID of switch
(2)=0
(3)=1
Is this how you are set up? If so, I might suggest you try changing the type of spinblock like you mentioned. I know for a fact that Ice spinblocks work with my info system. A debugging problem I ran into...if your spinblocks can be opened by a switch, they can also be destroyed by spinjumping. Make your spinblock columns perfectly alligned to prevent the player cheating...if your spinblocks are in rows...I'm sorry.
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Posted by watzerman:
(And what is AVN's pillar-closing method?)
Well, the laws of Ferazel's universe state that a Rock barrier will start closed and remain closed unless trigged by a switch or conversation action type 6. The rock barrier must recieve an imput designated by the info (0). So if info (0) is 17, only switch number 17 and conversation trigger ID 17 will open that rock barrier.
HOWEVER...AVN came up with the idea of making a pillar start open and then close when triggered. Start with 2 switches and 2 rock barriers for a basic example of this. Set one switch and one rock barrier above ground and the other two beneath the ground. Put the subterrian switch beneath the subterrain rock barrier, and but the above ground switch in front of its rock barrier:
S=switch
B=barrier
S1 B1
---------
B2
S2
OK, now set B1's info (0) to the sprite ID of S2. Set B2's info (0) to the sprite ID of S1. Since S1 starts unactive, B2 will start closed, switching S2 on and thus opening B1. Simply put, B1 will start open because it's switch is being flipped initally. Now press on S1, which opens B2. This switches off S2 and closes B1. Now move S1 to a different area in your level and bang! You have a switch rigged to close that barrier. For pratical purposes, S1 should be a switch that stays down.
Here's a variation. Set a race start marker somewhere. Set up as above but delete S1. Set B2 info (0) to -2. Now, when the timer is on the screen, instead of opening, B1 will close...locking the player in that area until time runs out.
The most evil and advanced method of this trick....Set up as above but delete S1. Set B2 info (0) to any number...say 17. Make sure this number does NOT match any switch in your level. Put a conversation character on the side of B1 the player will enter when traveling normally....the player should reach the barrier before reaching the character. Now, somewhere in that conversation make an action line that says:
(Action ID) 6
(Arg1) 17 (or whatever B2's info (0) is)
(Arg2) 3
Now, when that action line runs, the barrier B1 will close. This locks the player into that area!!!!!! The thing to remember is that when using the conversation style closing, the change is not reversible, so that barrier is closed forever.
A final note, B1, B2, and S2 MUST MUST MUST be within sight of each other. Ferazel's wand only thinks about things on the screen. If B2 and S2 are not in the same screen width and height of B1, the rock barrier will not close on command.
Whew...I hope that helps. Pay close attention to the 1s and 2s
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Dr. Tall says: Taller is Better
(This message has been edited by Dr Tall (edited 07-14-2001).)