Hi! I'm currently trying to implement pressure plates into my game and I'm having a bit of a problem:
When I walk onto the pressure plate, things work fine, it activates the plate (when I view the instance in the debugger, it's activated variable is true). This is good and all but when I try to link that pressure plate to other objects, things get weird.
So here's the objects I'm using and their variables:
This is the pressure plate, when the player collide with it, the it will activate (set Activated to true)
Cave_FloorButton
This is a wall trigger, it acts as a wall as long as collision is enabled. When the pressure plate is activated, it will disable collision. And it doesn't work.
trg_Wall
This is a grate, when pressure plate is activated, it will raise. And it works.
Grate
The idea is that the objects (or rather instances) will check their Connector_ID and check whether the matching connected object is activated. For example: It will check if the trg_Wall/Connector_ID match the Cave_FloorButton/Connector_ID. And if it does, then it will do whatever the object should when activated.
Here's a screencap of the events involved: I'm really confused and frustrated because the event chains dealing with the trg_Wall and the Grate are identical, yet the trg_Wall one doesn't work but the Grate one does. I have double and tripple checked that the Connector_ID for all involved objects are indeed matching (they are all set to 1).
EDIT: Sorry, forgot to say: Thanks in advance!
EDIT2: Woop woop, I found another problem, I think it's connected to the Connector_ID. If I add another Grate, with another Connector_ID (2) then none work. I suppose the same thing happens with the trg_wall since every other unaffected wall have a Connector_ID of 0 instead of 1.