Pay attention (complex me thinks) Created 19 years ago2005-05-10 15:15:07 UTC by monster_urby monster_urby

Created 19 years ago2005-05-10 15:15:07 UTC by monster_urby monster_urby

Posted 19 years ago2005-05-10 15:15:07 UTC Post #108797
I'll keep this in short bursts in a list or i'll get lost. :nuts:

Key needed to open door. (message triggered 'you need a key')

message near key to point it out. (Its on a desk surrounded by trigger_multiple to keep message 'key' flashing up.)

pick up key (func_button), triggers message 'you got the key'

message targets multisource 'ms1' to unlock trigger_once to open door. plus kills the message 'you need a key'

return to desk and i get the message 'key' and i've run out of ways to try and kill it.

My new plan goes like this.

Pickup the key which triggers another multisource 'ms2'.

'ms2' makes a second trigger work which kills the message 'key' while at the same time triggering the second message 'you got the key'

2 trigger_once
2 trigger_multiple
2 Multisource
1 env_message needed to target 'ms1' (others are set within the triggers)
1 func_button

...and finally the reason for all this...

1 sodding func_door

I aint using no custom models for the key cos i can't be arsed to be honest. Just a block with a transparency texture with a key on.

Is this the easiest way to do this!? :zonked:
monster_urby monster_urbyGoldsourcerer
Posted 19 years ago2005-05-10 15:48:31 UTC Post #108802
Seems as simple as possible to me. I mighta forgotten something. Question is, does it work?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-11 11:49:32 UTC Post #108899
Lmao.

I don't know. I'm at G/F's house today and the maps on her laptop so i'll give it a test.
monster_urby monster_urbyGoldsourcerer
Posted 19 years ago2005-05-12 04:58:46 UTC Post #108985
It does work, i've done something similar before. Ill put you through it.
Here ya go:

First, make a door.
Name it door1 (Or anything else).
Set the doors attributes to your needs.

Place a trigger_once in front of the door.
Let it target the door (door1).
Go to the master field and enter ms_door1.

Place a second trigger_once in front of the door.
Name it trigg_no_access (It needs a name so we can kill it if your first pic up the key).
Let it target no_access.

Now place a game_text somewhere.
Name it no_access.
Set its attributes to your needs. Don't forget to the actual text you want it to display ingame.

Now, place a multisource.
Name it ms_door1
Now the key. Build your key and make it func_wall.
Name it key.

Place a trigger_once in front of the key.
Let it target key_mm

Place a multi_manager.
Name it key_mm

Open up the multi_managers properties and switch off smart edit mode.
Now you need to add 4 keyvalues. Here they are:

kill_key (to kill the key when you "pick it up")
key_txt (to display the "You got the key" message)
ms_door1 (to make the trigger_once for the door to work)
kill_trigg_no_access (this kills the trigger_once that displayes "You need a key" if you first pick up the key and not go to the door first.

Now, place a trigger_relay.
Name it kill_key
Enter key in the KillTarget field.
Set Trigger State to off.

Place a second trigger_relay.
Name it kill_trigg_no_access
Enter trigg_no_access in the KillTarget field.
Set Trigger State to off.

Now, place a game_text.
Name it key_txt
Set its attributes to your needs.
Don't forget to enter "You got the key" in the message field!

Ok, thats it. All should work now. If you're interested in an example map, just ask, and ill post it in the example maps vault.

Good luck!
Posted 19 years ago2005-05-13 04:38:41 UTC Post #109143
Cheers. the method i tried worked aswell.

I don't think i'll be using as many key puzzles as i had planned. :P
monster_urby monster_urbyGoldsourcerer
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