Here is an easy way to create such a puzzle:
I put a floor trigger in front of each lever to guarantee the setup function gets run before any levers can be thrown, but you have to limit this to a run once or it will add lots of extra connections.
The actual levers are not connected to anything in the editor. They get the Onclick hook from the setup function.
Code: Select all
for i = 1,4 do
local ruinlever = findEntity("tomb_wall_lever_"..i)
ruinlever.clickable:addConnector("onClick", "script_entity_20", "ruinlever"..i)
end
function ruinlever1()
tomb_wall_lever_2.lever:toggle()
tomb_pit_trapdoor_1.pit:toggle()
tomb_pit_trapdoor_2.pit:toggle()
end
function ruinlever2()
tomb_wall_lever_1.lever:toggle()
tomb_wall_lever_3.lever:toggle()
tomb_pit_trapdoor_1.pit:toggle()
tomb_pit_trapdoor_2.pit:toggle()
tomb_pit_trapdoor_3.pit:toggle()
end
function ruinlever3()
tomb_wall_lever_2.lever:toggle()
tomb_wall_lever_4.lever:toggle()
tomb_pit_trapdoor_2.pit:toggle()
tomb_pit_trapdoor_3.pit:toggle()
tomb_pit_trapdoor_4.pit:toggle()
end
function ruinlever4()
tomb_wall_lever_3.lever:toggle()
tomb_pit_trapdoor_3.pit:toggle()
tomb_pit_trapdoor_4.pit:toggle()
end
EDIT: I just discovered that you can put commands outside of functions and they will automatically run.