Im not very confident with the whole Triggering Entity stuff, since i tend to try and error that stuff until it works but i try to help you: You need a door and a weldable. Give each of them a name. Set the weldables name as master for the door.
The delayed door weldable may be solved with a trigger_counter targeting the weldable. Im not sure though if it does really work since you cannot give the weldable a master. You coud work around with enclosing the weldable in a (probably invisible, null textured) func_breakable that you trigger with the counter.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
no I posted in the wrong thread <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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If you want to have the weldable act as a lock, and the door open and close like a normal door, well it'll have to get fancier than that.
Please elaborate on what you wish to accomplish here.
the other is one only weldable after a few minutes
You need a door and a weldable.
Give each of them a name.
Set the weldables name as master for the door.
The delayed door weldable may be solved with a trigger_counter targeting the weldable. Im not sure though if it does really work since you cannot give the weldable a master. You coud work around with enclosing the weldable in a (probably invisible, null textured) func_breakable that you trigger with the counter.
Make its speed something like 20 and it'll vanish instantly. You don't even have to give it a sound.
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hehe