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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Okay, I need help again, this time is more complicated.
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Author Topic: Okay, I need help again, this time is more complicated.  (Read 3514 times)
EpicBox
Poster

Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« on: October 28, 2010, 02:22:33 AM »

So, I'm here again, with mapping issues.

So here's my problem.

Theres a door that is only going to be openable if you touch a trigger.
The trigger works, but I don't know how to make it work for props ONLY.
And it gets more complicated: I just want it to get enabled by a single item, I mean, only the glass bottle (or whatever) can enable it.
I know it's complicated, I just hope someone can help me out here.

Thanks!
Hope I get some help.

There's 3 things I hate: <br />People that hates people.<br />People that hates the haters.<br />And people that hates the haters of the haters.
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #1 on: October 28, 2010, 03:44:31 AM »

You want the door to be opened by a single prop?

1. Insert a prop_physics_multiplayer and select its model to be that of a bottle.

2. Name the prop_physics_multiplayer "bottle" from its properties menu.

2. Go to your Trigger and look at its "Flags" Tab. Make sure only the following are selected:
- Applies to pushables
- Applies to physics objects

3. Go to your entity list and insert a filter_activator_name anywhere in your map (Preferably next to your door for easy access).

4. Open the filter_activator_name's properties and look for the parameter "Filter Name" and "Name".

5. Put the word "bottle" into the "Filter Name" parameter and "door_activator" into the "Name" parameter respectively.

6. Go to your trigger and look for "Filter Name" under its properties. Insert the word "door_activator" into this parameter.

7. In the trigger output tab, do the following:

"OnTrigger" -> "TestActivator" -> "door_activator" -> "Delay X.XX"

  In the filter_activator_name's output tab, do the following:

"OnPass" -> "Name of the prop_door_rotating" -> "Open" -> "Delay X.XX"
"OnPass" -> "bottle" -> "kill" -> "Delay X.XX"

8. Make sure your prop_physics_multiplayer has the following flags selected from its properties menu:
- Don't take physics damage
- Debris - Don't collide with the player or other debris


Note: If you only want this door to open once per round using the bottle, Make Sure you use a trigger_once and not a trigger_multiple.

Note: If you want to have the prop_door_rotating locked to prevent players from opening it before the bottle is used, go to the flags properties
        of your prop_door_rotating and select "starts locked".

Note: Make your trigger small and have it made around the door handle area of the prop_door_rotating.

You can go ahead and adjust the prop_door_rotating sounds as well as the angle at which it opens.

I hope this helps! :)
« Last Edit: October 28, 2010, 10:58:14 PM by Silverstream »
Charles445
Build Tester
*
Posts: 2338


I LOVE THIS AVATAR


« Reply #2 on: October 28, 2010, 04:13:29 AM »

I don't think that TestActivator stuff is necessary.
Just have the trigger Filter Name be door_activator and have the trigger do the outputs.

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
EpicBox
Poster

Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« Reply #3 on: October 28, 2010, 10:19:58 PM »

Okay.
Man.
Silverstream.
I don't know how to say this... you FUCKING SAVED ME LIFE, TWICE NOW.

You are freaking awesome... You know all about Source SDK, SWEET!

Thanks, and thanks, and thanks, and thanks.

Also, I'm using a func_door for this, but I think i'll just have to replace the ..._rotating on the tutorial :D

So thanks again.
And I hope I don't have to bother you again.

When I finish my map.... You'll be in the mapmaking credits!

THANKS AGAIN.

There's 3 things I hate: <br />People that hates people.<br />People that hates the haters.<br />And people that hates the haters of the haters.
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #4 on: October 28, 2010, 10:56:37 PM »

Yep, it should function the same if you used a brush-based func_door instead of a prop_door_rotating.

I'm glad I could help you out :)

If you have any further problems, go ahead and post in the "Mapping Q&A" thread next to the "Non TTT Maps Rearmed" sticky thread or make another thread and ill be sure to assist you in any way I can.



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