Author Topic: question  (Read 2960 times)

Cobo

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question
« on: June 22, 2005, 08:04:11 PM »
my question is that how can i make a trigger like the one on splatmesa, that you shoot and opens a door or something.

so if yo know please tell me.

IronFist

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_
« Reply #1 on: June 22, 2005, 08:29:04 PM »
Post removed
« Last Edit: July 25, 2010, 11:30:21 PM by IronFist »

Cobo

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Re: question
« Reply #2 on: June 22, 2005, 08:33:31 PM »
what do you mean by a health.  ???

Cobo

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Re: question
« Reply #3 on: June 22, 2005, 08:52:24 PM »
oh i see what you mean now. ;D

but where do i set the place i have to shoot at.

jitspoe

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Re: question
« Reply #4 on: June 22, 2005, 09:14:11 PM »
http://www.gamedesign.net/node/955#func_button

Make a func_button, give it a health value.  Give it a target, say "door1", then make a door with "targetname" "door1".  When you shoot the button, it should open the door.  In the future, please use more descriptive topic names. :)

Cobo

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Re: question
« Reply #5 on: June 22, 2005, 09:24:08 PM »
ok... and how do i make like an animation of the door opening.

Cobo

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Re: question
« Reply #6 on: June 22, 2005, 09:31:03 PM »
and to give a target to the button i write this?

key: target
value: door1

jitspoe

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Re: question
« Reply #7 on: June 22, 2005, 10:01:06 PM »
If you're using BSP, just click on the + button on the entities window, and add target under key and door1 under value, then for the door use targetname door1.

Cobo

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Re: question
« Reply #8 on: June 22, 2005, 11:00:12 PM »
ok i have a little problem, instead of the door being oppened when i shoot the button, the button oppens when i shoot the button!!!

moving on

i would like to know if there is a way to make the door rotate downward so it becomes a ramp, and not rotate on his axis, but to rotate on his side.
like a book.  :-\

Eiii

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Re: question
« Reply #9 on: June 23, 2005, 01:31:29 AM »
Hm. A door rotating to become a ramp is a cool idea... func_door_rot, btw. look at www.gamedesign.net , lots of entitiy help.

jitspoe

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Re: question
« Reply #10 on: June 23, 2005, 08:59:40 AM »
There's a spawnflag (one of the checkboxes) that tells a rotating door which axis to rotate on.

Cobo

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Re: question
« Reply #11 on: June 23, 2005, 09:25:27 AM »
ok but how do i fix the problem of the button that opens a button.

jitspoe

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Re: question
« Reply #12 on: June 23, 2005, 11:21:56 AM »
Eh, the button will move when you shoot it, but it should also make the target move.  In bsp, you should see a purple arrow pointing from the button to the door if you have the target/targetname set up properly.  If not, you probably set something up wrong -- added the fields to the wrong entity or made a typo.

Cobo

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Re: question
« Reply #13 on: June 23, 2005, 12:17:25 PM »
i see the purple arrow. but the only thing that moves is the button, i did the entities from scratch like 3 times and still nothing.

Eiii

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Re: question
« Reply #14 on: June 25, 2005, 08:35:14 PM »
Then you might want to make sure that the target is doing something when trigged.

jitspoe

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Re: question
« Reply #15 on: June 27, 2005, 12:25:51 PM »
If you're doing a rotating door, you need to have an origin brush in it (a brush with the origin texture) so it knows where to rotate.  Try making a door without a button triggering it -- it should automatically open when you step close to it.  If not, then there are other issues and it won't work with a button, either.

Cobo

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Re: question
« Reply #16 on: June 27, 2005, 02:50:03 PM »
well i kind of gave up with that idea, it was too complicated :-\ .
and i wouldnt post it anyway.
the idea of the map was to make 2 ways to the opponents flag one was the fast one in wich you should shoot a button on your base and run the fastest as you can to make it to the other way this  way is the fastest but i also exposes you a lot.
the other way was without hurries and you werent exposed at all, unless you meet face to face with the opponent ofcourse :P.
anyway ty all for listening.