Sorta Complex Door Question
SuperTeflon
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?
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
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-->
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.
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