There is a problem that troubles me for a long time,is there any way that can reverse the control of activation group?
For example ,usually when Group 1 activated,the rotater can rotate,on the contrary,the rotater can not rotate.
What can I do to reverse it,when Group 1 de-activated,the rotater can rotate,Group 1 activated,the rotater can not rotate.Can it be realized by compile XML?
How to reverse the control of activation group
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7.0 years ago
I dont know if you have figured it out yet. While trying to figure out this same problem i found this post. About two minute later i figured it out. So lets say you use activation group 1. In the Xml, in activation group, one should be Activate1, I'm not too sure but i think it is case sensitive and no spaces, then the other should be -Activate1
@IceCold Not only it is too hard for me,but it is meaningless for the game,which projects need to be the same with all players.
You could go into the game files and do some bitflipping but you probibly shouldnt
@DemonSniper8 Perhaps it is.I have tried for a long time,negative every time.
@GINGER01 Thank you for receiving me.What puzzle me is the activation groups is not enough for me.So I try to find a way that one activation group can control two different status of two elements respective(unually one group can only control one state for all element it controls(open or close)).I tried every way comes to my mind,however,it failed all times.
If you want a roator to rotate without pushing an Action Group, then don't assign an
Action Group to it. Plus it's much simpler when an Action button is pushed, an action happens. The reversed of that sound confusing and complicated. Action groups complete actions. Disabling an action group stops the action makes more sense than completing the action group. Plus how would you know what action groups are disabled? When action groups are enabled they turn blue. They look different than the disabled action group. I hope this helps.
Probably impossible