It's Me Again, desperate

FlowerpodFlowerpod Join Date: 2007-01-07 Member: 59495Members
<div class="IPBDescription">welding point</div>I have been searching for hours, looking at the sole tutorial (and many not-so-polite answers to some desperate noobs) and decided to come here and ask.

I want to do a welding point:

The door would be locked and the trigger disabled as long as the welding hasn't been done.

<img src="http://img295.imageshack.us/img295/3532/screentv5.jpg" border="0" alt="IPB Image" />

How?! If someone knows where I can find an example map I'd deeply appreciate the info.

EDIT#1 Please don't point to me to snarkpit tutorial, I didn't understand it at all.. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2007
    You need a few more entities then you have posted in your screenshot:

    Working out from the weldable towards the door:

    <b>func_weldable (brush entity):</b>
    - target to trigger on finish: doortrigger
    --flags: [welds open, not]

    <b>trigger_relay (point entity):</b>
    - name: doortrigger
    - target: doormaster
    - trigger state: on (this will activate the doormaster/multisource)

    <b>multisource (this will be the locked/unlocked entity and is a point entity):</b>
    - name: doormaster

    <b>trigger_multiple (brush entity):</b>
    - target: door
    - master: doormaster

    <b>func_door (brush entity):</b>
    - name: door

    --> When the weldable isn't welded yet, the trigger_relay is not active the same goes for the multisource. Now the trigger_multiple is testing if it is allowed to trigger the door by checking the status of the multisource. Once the multisource is active, weldable welded and trigger_relay trigger to on, the trigger_multiple will be able to trigger the door
  • FlowerpodFlowerpod Join Date: 2007-01-07 Member: 59495Members
    edited February 2007
    <!--quoteo(post=1603326:date=Feb 1 2007, 02:00 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Feb 1 2007, 02:00 PM) [snapback]1603326[/snapback]</div><div class='quotemain'><!--quotec-->
    You need a few more entities then you have posted in your screenshot:
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    Okay I'll try that. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Thanks for the explanation. Mind if I post your answer to modns forum as well? Since I posted my question there too

    EDIT #1

    TRIED AND TESTED - worked

    The result then - for future reference:

    <img src="http://img245.imageshack.us/img245/4751/resultzv4.jpg" border="0" alt="IPB Image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2007
    Glad to be of service and the more the info spreads the better it is ^__^
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    Hmm...if I wanted to make a weldable button, what would be the sequence for that?

    I'm thinking that the button would be locked, then, when the weldable was welded, the button would be unlocked? Is that even possible in NS?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    you could use 2 trigger_changetarget

    1. weldable triggers the trigger_changetarget (changing the target of the button to the thing you want activated)

    2. on round end (trigger_random/multimananager combo) you change the target back to empty with another trigger_changetarget

    Thats how I do it...
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    Ok.

    I have so damn much to learn that it's not even funny.
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