Locational Light Suggestions Created 16 years ago2008-03-24 12:35:32 UTC by TheElzar TheElzar

Created 16 years ago2008-03-24 12:35:32 UTC by TheElzar TheElzar

Posted 16 years ago2008-03-25 22:52:26 UTC Post #247949
Hey all...

Haven't posted in a while, and none of you really care...so on to my question!

I have a map where there are 2 identical levels, linked by teleports...

Now, what I would like to do, is place some sort of indicator on the map in a few preset locations, that would show whether or not there were actually people on level A or level B...as this would be a gg map, and it would make finding people much easier...

Now what I tried to do was create 2 giant triggers that encompassed all of the walking area on each level, and then created 2 rotating doors (rotating on the Y-Axis, set to turn 180 degrees) in the shape of arrows, one pointing up (for level A) one pointing down (for level B)...

One side of the arrow was textured solid white, the other solid black (white meaning occupied, black meaning vacant)...

I then proceeded to set the trigger on the top level to outup "close" on the upper arrow "door" [OnTouching] making that arrow show white...and "open" on the lower arrow "Door" [OnNotTouching] making that arrow show block...

I then proceeded to do the same thing for the bottom trigger and arrow respectively...

HOWEVER...

In-game this cunning plan does not work, as the arrows(doors) are constantly white(closed), even when there is nobody on that level...

So my question is...Does anyone have any suggestions on getting the same desired effect with a different method, or does anyone have any suggestions on what is going wrong, and how to fix it...

THANKS IN ADVANCE!

UPDATE/BUMP:

I recently changed the arrows to simple func_illusionary and decided to throw a spotlight on each of them which will toggle on and off when triggered...HOWEVER, I still cannot get this trigger_multiple entity to register my triggers...

Any help would be appreciated!
Posted 16 years ago2008-03-26 05:01:25 UTC Post #248037
Just make a func_button that actives when someone pass trhought it, and polace it at the exit of a teleport.
Posted 16 years ago2008-03-26 05:11:04 UTC Post #248038
That in no way shape or form was relative to my question, and did not answer anything at all...

But thanks for the effort...

GOOD NEWS!

I manged to work it out, somehow my triggers' delay before reset got placed on "0"...silly me...

I relayed the correct set-ups after all...it WORKS!
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