Func_weldable Target On Use Wont Work

RedDragonGeckoRedDragonGecko Join Date: 2002-12-11 Member: 10564Members
<div class="IPBDescription">please help</div> I am trying to make a weldable that toggles something on and off when you "use" it after welding it, like on ns_hera. I've tried and tried and can't figure out how to make it work. I have no clue what I'm doing wrong. If someone can give me a step-by-step or a link to one I'd be very grateful.

Comments

  • AtomAtom Join Date: 2003-01-05 Member: 11840Members
    put it this way, you r gunna need quite a few entities for this and sorry but i cba to go throught them all im too budy atm <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    This is a classic. should become an own appendix in the basic mapping thread.

    What you need for this is a multisource OR a trigger-changetarget.
    Thoose work as an AND-gate-switch.

    A)
    The button needs to have a "MASTER" this master must be the name of the multisource.
    The func weldable must aim on the master and "enables" it on weld.

    B)
    You need a trigger-changetarget.
    in the beginning the buttons target is "null". ehwn whe weldable gets welded it aims on a trigger changetarget, that changes the target of the button to a correct aim.

    Resetting this on game start it the real quest on this. trigger-random with shortest and longest time "0" fires once per game reset.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Ah, so trigger_random somewhat replaces trigger_auto?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    trigger auto shoots when you loaded a level/map.
    It makes more sense in singleplayer and does not work correctly in ns after all.

    trigger_random shoots everytime a new round starts (couindown, lets moove out...).
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