It would be nice to be able to Link lever's and switches so they will always be set to the same state. I.E. Double Click lever 1, lever 1 goes to state 1, and lever 2 also goes to state 1. I know you can do it with spawner's, It would just be nice to have a simple way to do it, Being they are "Simple" lever's and switches.
linking levers and switches the way that you can link doors is an interesting idea.
It would be very nice for using lever's on both sides of doors. and making multiple....LIGHTSWITCHES!!

All the greatness that is XMLSpawner is using it to turn a simple light on and off.
just added linking to the switches and levers. Testing it out now.
w00t! you rock arte

. How many can you link at a time? and can you safely use each lever to control different items?
you can link as many as you like.
You can combine switches, levers, timedlevers, etc. They have all been given the new ILinkable interface, so anything that implements that can be linked.
I just added the Link property to each one which you use to target another linkable switch or lever. When you activate one, it activates all of the others in the linked chain. Closed link loops are ok as well (it will not run in a loop forever).
Each one still behaves like the old switches, so each one sets props on their own targets.
They are backward compatible with any existing switches that you already have.
To use them, just set the Links prop to point to another linkable switch and switch away.
Awsome

, I love it Arte. How about adding an offset feature to the timedswitchableitem just like door's? Or add a simpledoor to the package? More state's for the timed switchableitem would be nice too

3? maybe 5?
QUOTE (godfood @ Jan 8 2006, 11:44 PM) |
Awsome , I love it Arte. How about adding an offset feature to the timedswitchableitem just like door's? Or add a simpledoor to the package? More state's for the timed switchableitem would be nice too 3? maybe 5? |
I could add an offset value for the switched state. Adding more states would mean making them more like the 2-3 state levers. It wouldnt go higher than 3.
Too hard to code? or no ItemID set's for more than 3 states?
oh, it could definitely be coded. There is nothing that really prevents having it go through as many states as you like. It just means adding support (props, serialization, etc.) for those additional states.
Back to the using a timedswitchableitem as a door, Could you also add a "locked=" prop to it? Might be a nice feature for the other swithches as well. I know i will have some lever i don't want player using

. I could always set them visible=false, but where's the fun in having player's wonder what it does?
QUOTE (godfood @ Jan 10 2006, 04:53 AM) |
Back to the using a timedswitchableitem as a door, Could you also add a "locked=" prop to it? Might be a nice feature for the other swithches as well. I know i will have some lever i don't want player using . I could always set them visible=false, but where's the fun in having player's wonder what it does? |
added the new 'Disabled' property to switches and levers for the next release. When this is set it prevents them from responding to double clicks, or to linked activation, and will not allow their state to be changed.
QUOTE (godfood @ Jan 8 2006, 11:44 PM) |
Awsome , I love it Arte. How about adding an offset feature to the timedswitchableitem just like door's? Or add a simpledoor to the package? More state's for the timed switchableitem would be nice too 3? maybe 5? |
coming in the next release
QUOTE |
- added an 'Offset' property to the TimedSwitchableItem that allows the location to be shifted based on the switch state. When the switch is in position 1, the offset is added. When it is in position 0 it is subtracted. This can be used to create timed sliding secret panels, etc.
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QUOTE |
added an 'Offset' property to the TimedSwitchableItem that allows the location to be shifted based on the switch state. When the switch is in position 1, the offset is added. When it is in position 0 it is subtracted. This can be used to create timed sliding secret panels, etc. |
I don't know if anyone else has seen this behavior. But on the shard I'm GMing on right now the timedswitchableitems offset X and Y are backwards. I.E. offset of (x 1) will DEcrease it's x on state change, not INcrease it.