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 Example Puzzle 3 (Page 5 of 7) Previous Page Next Page
Edge of Forever - Puzzle 3
Taken from the map - Edge of Forever
The room consists of four chains supporting heavy weights which are locking an iris in the floor and surrounded on all sides by buttons.

The puzzle starts when the player uses any of the four buttons around the iris on the floor. The buttons are linked to the closest chain and when used the chain to the left and in front are also affected. The puzzle is complete when the iris is not blocked by any weights and chains.
Click on the above image for a larger version
Puzzle 3 - All Entities Entity Legend
All entities used for the puzzle logic What the entities look like
 Cracking the Lock    
Tumbler Lock Most games present the player with a locked door and simply expect them to find the key. Opening a door with a key is not really a puzzle, but solving the mechanics could be fun and a good example of a lock is the pin tumbler or Yale.

The mechanics is a rod (key) with several ridges that push a set of pins (inside of the lock) upwards allowing the rod to rotate. Taking the ridges on the key and converting them into a row of numbered switches could be a good starting point for a lock puzzle.
Combinations When the player is shown a row of switches they usually expect the combination to be written down somewhere. No one wants to guess an exact combination, it can be time consuming and not much fun, but getting all the switches to the same value is relatively easy.

Show a row of binary switches to a player and their first choice will probably be to switch everything to the same value. This human instinct for visual lines can help negates the reason for writing down the combination somewhere.
Rotation The problem with binary switches is that they are really easy to solve and adding more switches just makes the task a chore. Most games use rotating dials because they offer more solutions and need fewer rows of switches.

Unfortunately the Q3 engine does not support rotating objects or switches with multiple states. A solution to this problem is to use the idea of rotation, but apply it to multiple switches instead. So when the player uses a button it will affect multiple switches at the same time.
 Key and Lock    
State is Remembered At the center of the puzzle is a row of switches arranged in an AND logic gate to keep track of progress. The open state of the switches is maintained by a func_timer entity which is set to a very low wait value. Not an ideal situation, but needed so that the lock can be checked quickly.

When the state of each switch is changed a target_delay entity is triggered that tests if the puzzle is complete or not. The delay is because several switches can be triggered at once and the time to switch states is not instantaneous.
Button Mashing Each floor button has a target_shooter that triggers a func_button and eventually the relevant func_timer entity. The extra layer of target_relay entities are used because the func_timers are triggered from several different sources.

The button trigger logic is setup in the same layout as the puzzle mechanics are in the actual map. Part of the fun (for me) with 3D scripting is that the flow of the entity logic can mirror the actual map layout and be easier to understand when creating it.
Control Measures A large blocker entity is set up to control when the button triggers are active. This was designed to stop the puzzle when finished, but was changed later because of button overload problems.

Some players liked to run around like headless chickens and hit all the buttons to try and solve the puzzle. This caused the puzzle to overload and go out of sync with some of the chains in the wrong position. When the switches are changed, a safety target_relay entity locks the puzzle for a short period of time to prevent button overload.
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