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Conveyor belts - Printable Version +- Midnight Mansion Forums (https://actionsoft.com/forum) +-- Forum: General Custom Mansions Area (Mac and Windows) (https://actionsoft.com/forum/forumdisplay.php?fid=4) +--- Forum: Custom Mansions / Designing (https://actionsoft.com/forum/forumdisplay.php?fid=21) +--- Thread: Conveyor belts (/showthread.php?tid=195) |
Conveyor belts - Maniac - 01-29-2007 I'm making a room for Smallsome Swicks, in which some moneybags are going to be pretty tricky to get. In order to get them, I want Jack to have to turn on some conveyor belts. However, I can't seem to make the room start with conveyors off. I've tried making the conveyorbeltlever do default actionlike some moving platform levers I've made, but this doesn't seem to work. Re: Conveyor belts - brell - 01-29-2007 I tried the same in my BtSO but it didn't work. I asked for help on the old boards and someone told me it didn't work for conveyor belts. Re: Conveyor belts - aquaMat - 01-30-2007 @Maniac: Maybe you could do something like this: As soon as Jack enters the room, have him step on a (hidden) floor-switch, which deactivates all running conveyor belts. Then, in order to get the money, Jack needs to re-activate the belts. I guess it should work this way....
Re: Conveyor belts - Maniac - 01-30-2007 Unwanted solution: jump over switch when entering room. Unwanted solution: even if you add a second switch, the jump time will make the conveyor belts run for that time and mess things up. Jack also approaches this room from a vine. Yeah, I suppose I could tweak it to work differently, but. Re: Conveyor belts - samskelton - 01-30-2007 couldn't you add a gray door on the belt? that's how I do it. Re: Conveyor belts - Maniac - 01-31-2007 Yeah, I suppose that situation will work, even though there's another door in the room. There are scorpions on the belt too, though. Thanks Sam. Re: Conveyor belts - VernJensen - 02-07-2007 Huh, you're right -- doing Action is default room statedoesn't affect conveyor belts. I'll look into this later today. There may be a good reason why this is the way it is, so I'm not guaranteeing it'll change. Re: Conveyor belts - Alanfalcon - 02-02-2008 VernJensen wrote: Huh, you're right -- doingAction is default room statedoesn't affect conveyor belts. I'll look into this later today. There may be a good reason why this is the way it is, so I'm not guaranteeing it'll change. I'm not sure if this is related, but you can't have a lever that reverses conveyor belt direction which makes the action permanent when leaving and re-entering a room. It'd be great if this were possible - and I had to use an inelegant brick-switch workaround due to this behavior in a revision to Falcon Manor. |