Switches Created 17 years ago2007-08-05 01:04:38 UTC by NickOfTime789 NickOfTime789

Created 17 years ago2007-08-05 01:04:38 UTC by NickOfTime789 NickOfTime789

Posted 17 years ago2007-08-05 01:04:38 UTC Post #231276
I'm creating a map that has a building in the center. There are catwalks around the perimeter of the map that are accessible only if there was an extra platform jutting out of the center building. I want to make a button that extends the platform enough to reach the catwalk, similar to a bridge, except I'm not sure how to do that. Tips please.
Posted 17 years ago2007-08-05 01:08:51 UTC Post #231278
Like a button linked to a func_train or so?
Posted 17 years ago2007-08-05 01:39:52 UTC Post #231279
Use a func_button to trigger a func_door that'll move outwards from the center building. Simple enough.

A tutorial on doors:

http://www.twhl.co.za/tutorial.php?id=5

A general guide to buttons (the tutorial above explains though):

http://www.twhl.co.za/entityinfo.php?ent=func_button&game=1
Posted 17 years ago2007-08-05 11:11:40 UTC Post #231315
Make sure you put a lip on the door equal to the gap between the wall and the catwalk to make sure it reaches all the way!
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-08-05 13:40:19 UTC Post #231320
A couple of questions...

Question 1
Use a func_button to trigger a func_door that'll move outwards from the center building. Simple enough.
How do I program the func_door to emerge from the building?

Question 2
Make sure you put a negative lip on the door equal to the gap between the wall and the catwalk to make sure it reaches all the way!
haha what does that mean?

Thanks for the quick responses!
Posted 17 years ago2007-08-05 13:49:31 UTC Post #231321
How do I program the func_door to emerge from the building?
Create the size of block you need, then insert it into the building so the edge is on the same grid as the wall. Then, tie it to a func_door entity. Use the angle control in the top right of the entity properties to make it go out in the right direction (check your top down grid map for the direction you need).
"Make sure you put a negative lip on the door equal to the gap between the wall and the catwalk to make sure it reaches all the way!"

haha what does that mean?
Find out how many units there are between the building and the catwalk, then on the func_door's properties, under 'lip', type that number in as a negative number.

Also, if you want the bridge to stay out and not slide right back in again, go to the tags tab of the properties, then make sure 'toggle' is checked.

That should be about right, haven't used Hammer in a while.
Posted 17 years ago2007-08-05 15:40:57 UTC Post #231338
okay cool that makes sense. thanks for the explanation!
Posted 17 years ago2007-08-06 00:00:25 UTC Post #231364
Make sure you put a lip on the door equal to the gap between the wall and the catwalk to make sure it reaches all the way!
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-08-06 01:06:03 UTC Post #231367
Also make sure that you uncheck the option that makes it open when you touch it. =)
Posted 17 years ago2007-08-06 15:18:59 UTC Post #231416
Also make sure that you uncheck the option that makes it open when you touch it.
That only happens if there is nothing set to trigger it otherwise.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-08-06 19:06:05 UTC Post #231436
How did i double post with that much of a gap in responses?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-08-06 19:06:37 UTC Post #231437
wow thanks for the responses! im not sure what happened but i tried to do all of the steps above but when i opened the map in the game and i press the button, it moves the switch itself. The switch properties are as follows:

Render FX - Normal
Render Mode - Normal
FX Amount - 0
Speed - 0
Targetted Object - Platform 2
Lip - 0

The platforms properties are:

func_door
render fx - normal
render fx - solid
fx amound - 0
speed - 100
lip - 81 (<- thats a negative)

I think its also worth saying that I want 2 switches to control 1 platform. The platform leads to a tower, but if the player wanted to get off the tower and return to the center building, I think the platform should extend instead of forcing the player to jump at the expense of health/death. I believe both switches have the same properties.
Posted 17 years ago2007-08-07 11:38:22 UTC Post #231496
To fix the moving switch problem - tick the "Don't move" flag in the poperties of your switch. Also, the name of your platform should be the same as the one in the targetted object field of the switch. Another thins to remember is to avoid spaces (replace them with underscores if you like) and capital letters in entity names. That will mess up your entity setup and, most likely, cause errors.

As for 2 buttons activating the same platform - there's no extra setting up required. Just check the "Toggle" flag in the platform's properties (stops the func_door from going back to it's start position after extending) and set up the second button where you want it. Pressing either of the buttons will trigger the platform and make it extend/detract, depending on whether it was detracted/extended.

It looks like you haven't completed the "In the beginning" tutorials yet. Look them up in the beginner section. They'll explain most of the problems/questions new mappers get and will get you started off right. :)
Daubster DaubsterVault Dweller
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