Talk:User Inputs and Outputs: Difference between revisions

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(Answer to question)
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—[[User:Coopbmt|Coopbmt]]
—[[User:Coopbmt|Coopbmt]]
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There is an easier way, place a box of func_breakable in nodraw texture around the light. Set the health at whatever, and aadd a trigger: OnBreak, [name of your light entity], Turn off, No delay
Also, if there is a switch you should add another to lock it.
Here's a tutorial if your still confused
[http://www.interlopers.net/index.php?page=tutorials&id=22418 Interloper_tutorial]
(Also sign your comments with four tildles  ~  )
[[User:Spiritslayr|Spiritslayr]] 12:56, 11 Jun 2008 (PDT)

Revision as of 12:56, 11 June 2008

I was trying to use UserInputs to setup a logic_relay for the purpose of controlling a light so that when the light was shot out, it would stop functioning. I connected a logic_switch to fire either User1 or User2 on the relay to set the light on or off respectively, and setup the OnUser1 and OnUser2 to turn on/off the light and appropriate models.

This all works, but when I tried to connect the OnBreak or OnHealthChanged output of the light models (prop_dynamic_override) to trigger and disable the relay, it compiles fine, but I get an error in the game engine saying there is a mismatch on the connections:

!! ERROR: bad input/output link: !! logic_relay(se_relay,FireUser2) doesn't match type from prop_dynamic(light_se_on)


This same technique works fine if I setup two logic_relays, and only use the Trigger inputs instead of the User inputs. Any ideas?

Coopbmt



There is an easier way, place a box of func_breakable in nodraw texture around the light. Set the health at whatever, and aadd a trigger: OnBreak, [name of your light entity], Turn off, No delay Also, if there is a switch you should add another to lock it.

Here's a tutorial if your still confused

Interloper_tutorial

(Also sign your comments with four tildles ~ )

Spiritslayr 12:56, 11 Jun 2008 (PDT)