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Add functionality to deactivate buttons e.g. via a signal.
Additional context
See discussion in Pull Request #15 about deactivating buttons.
In Portal, buttons are deactivated on multiple occasions e.g. when an "escape hatch" cutscene was triggered. Visually, they will remain in their state before deactivation (pressed or unpressed) and they will ignore any further interaction.
Proposal
This could be implemented by adding a third optional argument to button objects in the blender files which is then listened to in the button update function. The new syntax for blender button objects would be:
@button <signal> <cubeSignal> <deactivateSignal>
The text was updated successfully, but these errors were encountered:
Deconimus
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Feb 29, 2024
…nt can be provided for button objects in .blend files, the new syntax is: "@button <signalIndex> <cubeSignalIndex> <deactivateSignalIndex>"
(Issue mwpenny#17)
Per discussion in #15 (comment), will hold off on this until more level object customization cases are known, so that we don't get overly-specific too early on.
For the time being, there is a workaround by ORing door-opening signals with their corresponding "escape hatch" signals, causing the former to have no effect after the latter is active.
Version of the game
current master branch
What is the enhancement?
Add functionality to deactivate buttons e.g. via a signal.
Additional context
See discussion in Pull Request #15 about deactivating buttons.
In Portal, buttons are deactivated on multiple occasions e.g. when an "escape hatch" cutscene was triggered. Visually, they will remain in their state before deactivation (pressed or unpressed) and they will ignore any further interaction.
Proposal
This could be implemented by adding a third optional argument to button objects in the blender files which is then listened to in the button update function. The new syntax for blender button objects would be:
The text was updated successfully, but these errors were encountered: