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Setting lever to deactivate, instead of activate


Wolfstorm

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I'm trying to make a trap where there is poison gas filling the entire corridor, and the player needs to pull a lever to deactivate it. The idea would be to have several levers, each deactivating two cubes of poison gas, combined with inflammable gas and flame throwers in the middle of it.

I've set the property isInitiallyActive as true in each of the poison gas cubes, set a traplinker as activator, and linked it to a lever. Both the traplinker and the lever had the property TriggerType set to 2 (toggle).

However, when I go test it in game, the poison gas is not there, and is only activated by the lever, instead of the other way around.

How to use the lever to deactivate the trap, instead of activating it? I already put isInitiallyActive as true to each poison gas cube, but it didnt work. Then, set the property isInPullPosition to true in the lever, to check if I could revert it, and still it didnt work.

Edited by Wolfstorm
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