momentary_rot_buttons
that target it.momentary_*
entities work is via synchronizing the percentage between close and open positions across all linked entities, meaning a momentary_rot_button
rotated halfway through its travel distance moves the associated momentary_door
likewise halfway to its open position. The momentary_door
in turn actuates all the other momentary_rot_buttons
that target it. Conversely, when the momentary_rot_button
is set to auto-return, the momentary_door
auto-returns at the same rate.
multisource
(or game_team_master
) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource
. Note: momentary_doors
can always be used, regardless of the state of their master.common/null.wav
)doors/doormove1.wav
)doors/doormove2.wav
)doors/doormove3.wav
)doors/doormove4.wav
)doors/doormove5.wav
)doors/doormove6.wav
)doors/doormove7.wav
)doors/doormove8.wav
)doors/doormove9.wav
)doors/doormove10.wav
)common/null.wav
)doors/doorstop1.wav
)doors/doorstop2.wav
)doors/doorstop3.wav
)doors/doorstop4.wav
)doors/doorstop5.wav
)doors/doorstop6.wav
)doors/doorstop7.wav
)doors/doorstop8.wav
)momentary_door
is the same as setting up a func_door
, except it needs a name and it must be targeted by at least one momentary_rot_button
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