Sorta Complex Door Question

SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
Okay I decided this was a wee bit too complex to be put into the Newbie area... soo:

I want to make a big honkin' door that slowly opens, plays a sound, activates some particle effects, and turns a light to 'green' when opened and 'red' when closed.

So SORT of like the ns_hera door that no one ever wastes their time using, but I'm utilizing the ns2.wad cargodoor textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Anyways, I have both buttons triggering a multi_manager. The multi, in turns, triggers the door, several particle effects... now where I got lost. How do I have four light entities, two set to 'off' and two set to 'on' and toggle between them when teh switch (and thusly the manager) is used?

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Yes, two initially off, and the other two on, each light should have a different name or they won't work.

    I did that once, but got the "Too many light styles on a face" error, so... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    Im not sure, but couldn't you have one set of lights with the flag "Initially Dark" set on, the others set off and then have the multimanager target them both? I remember making a door ages ago that had a light turn on for open and off for closed, but I never tried it for more than one light.
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    edited February 2004
    Oy, now I find out the door doesn't work at all :/

    Okay now, here we go.

    ------------

    func_button

    Global Entity Name: Blank <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    Name: Airlockswitch
    Target: AirlockManager
    Flags --
    Don't move = 1
    Toggle = 1

    -----------

    func_door

    Name: BigAirlockDoor
    Global Entity Name: Blank <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    Flags --
    Toggle = 1

    ----------

    multi_manager

    Name: AirlockManager
    BigAirlockDoor: 1
    AirlockSiren: 1

    -----------

    ambient_generic

    Name: AirlockSiren
    Flags --
    StartSilent = 1

    -----------

    WHat the hell did I do wrong? The switch makes its noise and everything, but nothing happens. The switch targets the manager, the manager tells the door and sound to 'activate' after 1 second...

    Should I have a name for 'global entity name'? I've never heard of that in my life.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    1)
    try making the door not toggle

    2)
    set them both to the same name - i duno why, but i find this saves me hassel in bug fixing

    3)
    set one to open .1 seconds after the other ie> door is 1.0 and sound is 1.1 - who will realy find .1 seconds difrence in a game any way?

    amckern
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