PROBLEM : The door(s) are out of sync , if the button is mashed too quickly then the doors will open when off , and close when on , which is the exact opposite of what they should be doing
You will need to add the WAD as I couldn't be arsed to change all the textures. And partially to make you bask in the glory of my work
There are a few things that I've yet to change but didn't because of not being arsed , such as the conflicting door sounds and most probably some clipping.
Oh , and please don't steal the WAD. Well , use without my permission. It's WIP anyway so why would you want it?
Here's the rest of the ResGen file for BONUS:
// .res entries:
untitled1.wad
portal2.wad
halflife.wad
liquids.wad
custombuttons.wad
decals.wad
sound/buttons/bell1.wav
sound/sc_hypercourse/door_open.wav
sound/sc_hypercourse/door_close.wav
I'll fix that right up.
the sounds also have no use
and the map is just updated in general.
and yes , I did cordon compile
i love cordon compiling
obviously not final however
holding E on the cube will enable you to pick it up and move it about. Not exactly the gravity gun , but at least it's there.
if the player jumps on pad should anything hapen?
Should work , works fine for me.
are you running Sven 4.5?
I'm outta time for the day, but i'll try messin with it tomorrow. neat map anyway!
=)
There's A LOT more to come , once I get this and a few other things sorted out
Good luck! I'll try to look at it again tonight if i have time. =)
edit: even with the new sven, i can't pick up the blocks for some reason, so it's hard to test the map...
It's a pretty tricky thing to get right using HL1 entites, but here is one way you could cheese it.
1. Button_down/open door)have one trigger over the pad in the approximate size of the cube, and call it trigger1. have that target:
mm_button_down
-mm_button_dn_sound: (triggers button_dn_sound at 0.01, and then off at 0.75)
-button001:(the red func_door plunger, set to toggle. try a delay reset of 0 and -1 to see what works)
-door001: (targets the door open)
enable_trigger2: (change_target enity. initally, give trigger2 an erroneous target, and this trigger will change trigger2's target to mm_button_down)
2. Now, build a trigger multiple "wall" called trigger2 around the area the cube will take up when it's on the pad. give it a nonexistent target name like listed above, say "mm_button_downxxx". hollow out a small section in the middle, so it clears the a cube when it's on the pad. give a little wiggle room between the depressed cube area and the trigger, if that makes sense.
mm_button_up
-mm_button_up_sound: (targets a button_up_sound twice like above, one turning it on and one turning it off)
-button001: (sending the button back up. if the plunger doesn't work properly, you could get crazy and use 2 func doors with env_renders and some other bullshit, but hopefully you won't have to)
-door001: (closes the door)
-disable_trigger2: (an additional trigger_changetarget that re-disables mm_button_up by changing the target to something nonexistent)
Hope this helps, or at the very least gives you some new ideas on how to fix the problem! let me know if you get it working! there is without a doubt a better way to do this, i just can't think of it right now..
Cheers!
edit X2:
got SC4.5 correctly installed, but i find it almost impossible to get the cubes on the plate. Maybe cover the cubes in a clip brush to make them simpler?
i'll take another look at your version of the map tomorrow and play around with it.. i think you're pretty close to getting it to work.
I'm thinking of the up / down triggering a multimanager which would initially change the target to something nonexistant , do it's shit , and then change the target back when everything has been opened / closed.
only problem I see is that the cube could be taken off within this period and the button would be stuck on.
This is getting harder than I originally thought
Why is the cube's collision so shit? gah!
Right now , on my "more-like-a-cube-button" button , it will only go into the actually button if I place it right at the edge. Not in the middle where there is a huge space , oh no , but actually clipping in to the side.
I must be making it too detailed