Door opened by switch... Created 19 years ago2005-01-31 16:34:51 UTC by Patashnik Patashnik

Created 19 years ago2005-01-31 16:34:51 UTC by Patashnik Patashnik

Posted 19 years ago2005-01-31 16:34:51 UTC Post #87320
Sorry for the stupid question but I can't find a suitably basic answer to my question in the tutorials.

Basically, I have a complex light shade/fitting in a room made up of a hundred-or-so little panes of glass with a simple light entity sitting in the middle.

Each pane of glass is a simple, sliding func_door and when the light is turned on I want the panes of glass to slide accross at the same time.

Now, I've figured out how to trigger this to happen when I enter a room (by making a simple 'trigger-when-you-walk-over-a-certain-patch-of-floor') so I know the idea actually works - but the problem is, I want the whole instillation to activate (light to turn on and the panes of glass to slide) by walking up to a switch and pressing 'use', rather than just walking through the door.

Can anyone start me off on how to go about this (or point me towards a tutorial I may have overlooked).

Many thanks... :)
Posted 19 years ago2005-01-31 16:39:38 UTC Post #87323
For example, make a multimanager named "multimanager", name your light "light" and your panes "panes".
Make your func_button target "multimanager" and make the multimanager target both "light" and "panes", with the delay you feel necessary. The purpose of naming the panes and the light differently, even though the will activate at the same time is that doing so you can have a switch that turns off the light without activating the panes.
I dont know if you're looking for this type of answer...
Posted 19 years ago2005-01-31 16:42:52 UTC Post #87324
Yeah, I think I get what you mean... I'll have to wait until I get home before I can try it but you've given me a good place to start at any rate! :)

Thanks for the help...
Posted 19 years ago2005-01-31 16:51:33 UTC Post #87326
I had a problem of the fricking func_door, I activate it with a button ,everyth. fine but when I turned back ,I saw the door closing and opening,closing,opening,closing .... :zonked:

so... :
Posted 19 years ago2005-01-31 16:57:34 UTC Post #87328
If the button stayed pressed it might have caused the looping trigger
Posted 19 years ago2005-01-31 17:10:42 UTC Post #87342
yes its always stays pressed :) so I dont want to player to press it again ... :o

so... :)
Posted 19 years ago2005-02-01 09:22:08 UTC Post #87436
so=what should I do
Posted 19 years ago2005-02-01 13:47:41 UTC Post #87478
so=what should I do=what I must do :(
any suggests.?
Posted 19 years ago2005-02-01 23:38:21 UTC Post #87610
The thing to do here is to figure out why the door is behaving that way. The problem should not be caused by the button staying pressed..assuming you mean the button's delay-before-reset is set to -1. My hunch is you have the placed the door's name in the door's fire-on-close property. If it's there, take it out and the problem will be fixed.
Posted 19 years ago2005-02-02 08:33:16 UTC Post #87690
There is no gun in the map?! or no monsters?! :

and yes its set to -1,
Wait but I ll try your way .
Posted 19 years ago2005-02-02 09:21:47 UTC Post #87701
There's a cheap way to get it working right, I just tried it.
You need:
-Your door, with the name 'door' for example, value of -1 so it stays closed.
-another door, with the same name 'door', and with the same size and texturing of what you want your button to look like. Also set to -1, and give it a speed of 5 in the direction that that button would move
-Your func_button, made with the {invisible texture, rendermode solid etc and placed over your fake button. This button needs a name, like 'button'.
Now, in the properties of the big and real door, set the killtarget to 'button'.

You press the invisible button, whic makes the door open and the small door move just like the button would. The big door kills the invisible button so It cant be pressed again and doesnt give any more trigger orders to the door

:)
Posted 19 years ago2005-02-02 09:25:35 UTC Post #87703
great thx...
Posted 19 years ago2005-02-02 13:56:20 UTC Post #87745
Name the door entity something like "door1" in the properties box. Make your button entity. Set the target as the name of the door. Goto flags, select "do not move" if you dont want to switch to move like a lever, and if you want to have to close the door by pressing the switch again, select "Toggle". Easy stuff :P
m0p m0pIllogical.
Posted 19 years ago2005-02-03 09:06:00 UTC Post #87907
I know those ,look at my maps :roll:
Posted 19 years ago2005-02-04 09:39:15 UTC Post #88099
Multimanager--> (I know I had trouble with it at first..)
Ok

Get a multi manager in your map.
Click on the entity, alt-enter.
name it "multi1"
Click "Smart Edit" off.
click add.
now Type in your target in the first blank. (targetname.. lampshade)
now in the second blank. type in the time you want it to trigger at.
(maybe 3. for 3secs after the multi was triggered.)
and there you have it.
You can also add more than one to trigger.
Unbreakable UnbreakableWindows 7.9 Rating!
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