Help with an entity setup Created 7 years ago2017-07-02 14:57:49 UTC by ph4nn ph4nn

Created 7 years ago2017-07-02 14:57:49 UTC by ph4nn ph4nn

Posted 7 years ago2017-07-02 15:08:29 UTC Post #335869
Hi,

First of all, I dont know if this is even possible.

I've drawn it in paint to make it easier to understand

https://gyazo.com/f23e2303e6e798133e14bac8ba63bbd1

Hope anyone can help.

What i tried is tying the block to a func_door, and having a func_botton activated on damage brush on top to trigger the block, this works if they both use the same lip.

The problem is triggering the following blocks and tying everything as a whole

Its like a jump map, for soldier (in tfc).
Posted 7 years ago2017-07-02 15:34:41 UTC Post #335870
So let me see if I understand.
You want blocks A/B/C/D to come up from the ground and go back down.
B/C/D should start under the ground.
If you shoot A, A moves down under the ground and B raises. Then, if you shoot B, B goes down into the ground and C raises, and so on.
What you want here is each platform to trigger itself and the next. Since you can't name them all the same because each needs to move independently, each needs to target a multi_manager instead. This can target "A" AND "B" separately. The next will fire B and C, the next will fire C and D.
Posted 7 years ago2017-07-02 18:27:31 UTC Post #335873
That is exactly what i mean. I'm gonna give it a go if I understand it, since i've never worked with a multi_manager.
Posted 7 years ago2017-07-02 19:08:49 UTC Post #335874
Platform B,C,D etc (func_door) should have the flag ticket as "Starts open"?

Also, I tried with the multi-manager and I don't really have a clue how to put up the trigger setup. At this moment only platform A behaves as it should be. I got platform A to trigger the multimanager wich triggers platform B but it reacts all funky.

If you could write a step by step explanation that would be awesome.

Cheers in advance.
Posted 7 years ago2017-07-03 01:00:35 UTC Post #335878
You need one multi_manager for each platform, with a different name each.

Say you have a multi_manager for the A>B step. Let's call it MM-AB. Platform A, however it is triggered, should target MM-AB. MM-AB's two keyvalues should be:
Platform-A = 0.5 (or whatever delay you want)
Platform-B = 0
This will trigger platform A half a second after platform B, giving the player a little time to react. Use whatever numbers you like.

Then platform B should target MM-BC, and so on.
Posted 7 years ago2017-07-03 02:04:20 UTC Post #335879
Then you re-target the previous platform again after the 5 second delay so it comes back.
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