OK, for those of you who just tuned in, I'm making what may seem to be an easy task on the outside, but is turning out to be a real handful.
In my level [plug]ApoK Mercenary Missions[/plug] I have a conveyor belt which goes beneath some architecture and then stops infront of a big hole. Now, at the bottom of the hole is a DPC (dedicated power coupler) which supplies power to a single forcefield. This DPC isn't actually existing, by the way. The player can't see down to the bottom of the hole. Anyway, the "puzzle" is to move one of these throwable explosive canisters onto the conveyor belt and it will drop the canister down the hole where it will land on the ground exploding. Upon explosion, it should turn off the forcefeild. But I can't figure how to make it work.
Stuff I did that didn't work:
Entered, killed, and other messages don't work because they test to see if the PLAYER entered, killed, etc and not the canister
I was given sound advice to change the canister's cog so that when it is "removed" it turns off the forcefield. Problem? You can just shoot them and when they explode, the forcefield goes off. Since the cog is attached to the explosive canister, then I can't specify what sector they have to be in when they are "removed" to turn off the forcefeild.
I also tried making an actual DPC 3do and cogging it so when it's destroyed then it turns off the forcefield. Once again, I couldn't pass enough variables to make it work: ie the forcefield surface.
If anybody is willing to help me out, i'd be much obliged.
In my level [plug]ApoK Mercenary Missions[/plug] I have a conveyor belt which goes beneath some architecture and then stops infront of a big hole. Now, at the bottom of the hole is a DPC (dedicated power coupler) which supplies power to a single forcefield. This DPC isn't actually existing, by the way. The player can't see down to the bottom of the hole. Anyway, the "puzzle" is to move one of these throwable explosive canisters onto the conveyor belt and it will drop the canister down the hole where it will land on the ground exploding. Upon explosion, it should turn off the forcefeild. But I can't figure how to make it work.
Stuff I did that didn't work:
Entered, killed, and other messages don't work because they test to see if the PLAYER entered, killed, etc and not the canister
I was given sound advice to change the canister's cog so that when it is "removed" it turns off the forcefield. Problem? You can just shoot them and when they explode, the forcefield goes off. Since the cog is attached to the explosive canister, then I can't specify what sector they have to be in when they are "removed" to turn off the forcefeild.
I also tried making an actual DPC 3do and cogging it so when it's destroyed then it turns off the forcefield. Once again, I couldn't pass enough variables to make it work: ie the forcefield surface.
If anybody is willing to help me out, i'd be much obliged.