Forum posts

Posted 17 years ago2007-02-07 16:37:42 UTC
in Need helping with a trigger_once Post #211883
Well I do want the door to close afterwards, unless there is a way that I can use a func_button to make it open/close? Like when the light on the texture is green, the door is open OR unlocked, and when it's red, the door is closed OR locked. Thanks for the info tho

Edit: Nevermind, got it :D
Posted 17 years ago2007-02-07 16:24:31 UTC
in Need helping with a trigger_once Post #211879
Well I'm making a map with a sort of 'trap door'. So I made a trigger_once to open the door when you climb up the ladder, then there is a button on top to open the door. So after the round ends, the trigger_once doesn't work anymore. Any ideas how I can do something similar to this, or make the trigger_once work every round? Thanks in advance.
Posted 17 years ago2007-02-07 16:16:12 UTC
in help with compile? Post #211877
I'm not sure if this still works, but you used to be able to put the skip texture on the outside of your sky brush(es) to make it compile faster too.
Posted 17 years ago2006-08-18 15:35:57 UTC
in player_weaponstrip & player_equip Post #193821
If you still didn't get it I will show you how I do my game_player_equips:

1) First I make a multi_manager named "game_playerspawn" (dont add quotes)

2) Turn Smart Edit off. Make a new key named "strip" with a value of .001 (again no quotes)

3) Make another key named "equip" with a value of .001

4) Make a player_weaponstrip named "strip"

5) Make a game_player_equip named "equip"

6) Add keys for the weapons (i.e. Key: weapon_knife Value: 1)
Now what you just did was make a multi_manager that triggers on spawn. It triggers the other entities and stripes the weapons. You also told the engine what to equip.

Note: This DOES NOT strip the ammo (there is a way I just don't know how. )