Comments

Commented 11 years ago2012-05-15 09:26:23 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19987
It wouldn't let me upload the testing map on this site so I used another site.
Link: http://www.2shared.com/file/pIuHThl7/test_map.html Dead link
Commented 11 years ago2012-05-15 08:47:02 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19986
Strange..I don't get any errors.
Btw I think I managed to make it work. Right now I'm testing it and if it works I'll post another pic with the sketch.

EDIT: Okay so it works. I can make them alternate. Walls will never be both visible or invisible. But I still have a problem. If a player join after the round has begun he will trigger all this thing again and he will trap players in one side of the map while he is in the other.

Anyway, If you understood my earlier post...well...I made two "devices". One got door1 as primary target and the other has door2 as primary target. door1 starts invisible and door2 starts visible. So when both "devices" are triggered, one door turns "on" and the other turns "off". Next time the devices are triggered again they will turn "on" the wall that's invisible and turn "off" the one that's visible.

Kinda dizzy I know xD
No easy way with no complex entities.
Commented 11 years ago2012-05-14 20:39:41 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19984
I managed to make this.
But it works like this: activate door1, activate door2, deactivate door1, deactivate door2. So it happens that both paths would be blocked or opened, and you gotta step on b1 > b2 > b1....and so on.
I hope I'll spark your brains xD

It wouldn't be bad though to make both b1 and b2 triggers in a dark room so when players would spawn they would activate both and then goes through a teleport in their original spawn. It would be a mess to make many teleports but it would be fine xD

PS: I'm newbie...I couldn't upload the sketch on this site so I used another.
http://i1149.photobucket.com/albums/o600/andorei/sketch.png
Commented 11 years ago2012-05-14 19:29:05 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19983
Haven't thought about that yet. But I think it would be pretty obvious since the walls, that will be blocking one path, will be few units away from spawn.
Anyway, if I manage to make those blocking walls work, I could easily attach to them an arrow decal showing the open path.
Commented 11 years ago2012-05-14 17:49:05 UTC in vault item: Alternating func_wall_toggles for de_dust2_AxB Comment #19981
Well I just saw a tutorial few months ago about how you could change a box place each round. Unfortunatly I can't find it anymore. This week I reinstalled Hammer and I was thinking about making a map for the server I play on. I remembered about that tut and I was thinking about blocking paths on a map to make it a bit smaller when there are few players. I'm not sure if it's original but for sure it would be awesome if people would make use of this trick. At this moment all I know is that it's possible, but I'm not an advanced mapper so I thought some help would be good :)