train1
and its First stop target (target) to p1a
. Create an upper and lower path_corner for the container, setting the upper path_corner's Name (targetname) to p1a
and its Next stop target (target) to p1b
. Set the lower path_corner's Name (targetname) to p1b
and its Fire on pass (netname) to path_trigger1
. (path_trigger1
gets triggered when train1
reaches the p1b
path_corner). In both path_corner's Flags properties, enable the Wait for retrigger flag.killtrain1
, and set its Killtarget (killtarget) to train1
. This will be used in the middle of the event to remove the container func_train from the game when it is no longer needed.crain1
and its First stop target (target) to c1a
. Create an upper and lower path_corner for the crane, setting the upper path_corner's Name (targetname) to c1a
and its Next stop target (target) to c1b
. In the Flags properties, enable the Wait for retrigger flag. Set the lower path_corner's Name (targetname) to c1b
, the Next stop target (target) to c1a
, and the Wait (wait) time to 2
seconds.
container1
. In the Flags properties, enable the Starts invisible flag.door1
. Set their Render Mode (rendermode) to Texture (2)
and FX Amount (renderamt) to 0
- this will make the doors start invisible. Set their Speed (speed) to something fast, like 400
. Set the Delay before close (delay) to -1
so it stays open. In the Flags properties, enable the Passable flag. (Since, for the first part of the event, the doors will be invisible, they should also be non-solid to avoid having the player accidentally bump into the invisible door).doorblock1
and in its Flags properties, enable the Starts invisible flag.solids1
, and set their Starts invisible flag.showdoors1
. Set its Target (target) to doors1
. Create the second env_render and give it a Name (targetname) of hidesolids1
. Set its Target (target) to solids1
. Set the Render Mode (rendermode) to Color (1)
.grunts1
. What makes this interesting is that you need to lure the grunts out of the container before you can get to the gun. explo1
. In its Flags properties, enable the No damage and No decal flags.
path_trigger1
. Turn off SmartEdit mode to add the following keys and values.
killtrain1, 0
- activates the trigger_relay that removes the train1 cargo container func_train from the gamecontainer1, 0
- toggles the hollow cargo container func_wall_toggle Onshowdoors1, 0
- activates an env_render that makes the door1 container doors visibledoorblock1, 0
- toggles On a func_wall_toggle that prevents the player from walking through the non-solid door1 func_door_rotating doorsgrunts1, 2.5
- activates three monstermaker entities that spawn two grunts and a gun inside the hollow containerblockdoor1, 3
- toggles Off the func_wall_toggle that prevented the player from moving through the door1 doorsexplo1, 3
- triggers an explosion inside the container which appears to open the container doorsdoors1, 3
- triggers the container doors to opensolids1, 3
- toggles On the func_wall_toggle that makes the open door1 doors solidhidesolids1, 3
- activates an env_render that makes the solids1 func_wall_toggle invisiblecrane1
) and container (train1
) func_trains to move at the same time. I've done this in the example map by using two trigger_once entities placed over the player starting point. It could just as easily have been one trigger_once entity that activates a multi_manager that in turn activates the two func_trains.
train1
) and the crane that lowers it (crane1
). They appear to move as a single unit, but when the cargo container is positioned on the ground, the crane waits 2 seconds then returns to its initial position. When the crane gets to its lowered position, its path_corner (p1b
) triggers a multi_manager (path_trigger1
) that proceeds to kill (remove from the game) the func_train cargo container (train1
) while simulataneously making visible the hollow cargo container (container1
). The hollow container also has a set of doors (doors1
) that are made visible by triggering an env_render (showdoors1
).path_trigger1
) proceeds to trigger a group of three monstermaker entities (grunts1
). Two of the monstermakers spawn grunts while the third spawns a weapon_9mmAR.path_trigger1
) triggers an env_explosion (explo1
) at the end of the hollow container just inside the container doors (doors1
) which are also triggered to explode. Because the doors had to be made non-solid so they would not block anything while they were invisible, a func_wall_toggle (solids1
) is also triggered On now, along with an env_render (hidesolids1
) that makes the func_wall_toggle (solids1
) invisible.
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