Func_weldable

HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
<div class="IPBDescription">looking for same as on ns_tanith</div> I'm looking to have a cable that's broken to where marines need to weld together in order to activate a set of lights. For some reason, the func_weldable doesn't seem to be working like it should (according to the docs).

I've tried various things... but, here's my current setup:

set of brushes showing a broken weld. then, I have a brush showing the straight cable (fixed) which is tied to func_weldable. func_weldable has the flag "start enabled" so that marines can weld it ASAP.

What am I doing wrong here? I know this should be able to be done as it's seen on ns_tanith working fine. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

Comments

  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Here are some images, starting with the first one (where my issue begins) where it shows as it's already welded where it shouldn't show that brush at all right now:

    <img src='http://www.wwgaming.com/nc/images/maps/ns_colony1_weld_1.jpg' border='0' alt='user posted image'>

    Now, this next one shows the welding taking place, where that same wrong brush is visible:

    <img src='http://www.wwgaming.com/nc/images/maps/ns_colony1_weld_2.jpg' border='0' alt='user posted image'>

    Finally, this third one shows the cables broken (which I can only see after shooting the weld) where it should be how it starts out since this is what needs welding:

    <img src='http://www.wwgaming.com/nc/images/maps/ns_colony1_weld_3.jpg' border='0' alt='user posted image'>


    Now, what I had done in messing around was set the "weld opens, not closes" flag to see the affects. This seemed to set all the lights on at start and shut them down at weld (opposite now). But, even after I deselect that flag, it continues to function with it on. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> Possibly a bug somewhere.

    Anyway, help would be needed at this point. NOTE: Please keep in mind that I've only been mapping for about 3-4 days. I'm typically a coder.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I think it's to do with targetting the func_weldable first or having it 'start targetted' as you mentioned. Fiddle around with a trigger once brush and that flag.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    I already have the "start enabled"... I even tried it without that flag... no difference.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    turn start enabled off, so that you have to weild it to turn it on.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin--BiTMAP+Nov 30 2002, 10:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BiTMAP @ Nov 30 2002, 10:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->turn start enabled off, so that you have to weild it to turn it on.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I still end up with the final brush showing.... shouldn't it be invisible until the weld is completed?
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    Do you have the "straight" wire set as the func_weldable? If so you could, if I understand this correctly, just make another brush that is the func_weldable and make it invisible at all times, then just have it toggle the wire that you want to be invisible and make sure the wire is set to be invisible before being toggled.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    YES! I figured it out.... on the func_weldable, I needed the following:
    1) Render Mode = Texture
    2) FX Amount = 0
    3) No flags set

    This enabled the welded cable to be invisible until the weld was completed.

    As for getting everything else working after the weld, I discovered that mapping names & targets are case sensitive. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> Also, the multi_manager had a bogus entry in it that was there when it was created.

    So, now I have my weld working which activates the base lights and turns off the emergency lights. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • bicballbicball Join Date: 2002-11-23 Member: 9751Members
    Good idea, I think it will be a cool feature.
  • MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
    edited December 2002
    I have 1 question. Where are these docs you mention. The only docs ive been able to find on NS mapping arent very helpful...
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin--Munty+Dec 14 2002, 06:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Munty @ Dec 14 2002, 06:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have 1 question. Where are these docs you mention. The only docs ive been able to find on NS mapping arent very helpful...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <a href='http://ns.valve-erc.com/?loc=entities&cat=4&ent=5' target='_blank'>http://ns.valve-erc.com/?loc=entities&cat=4&ent=5</a>
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Also, members of our guild have been working on a few NS maps and have a few resources along with a few additional tutorials that we haven't found elsewhere:

    <a href='http://www.wwgaming.com/nc/forums/index.php?s=&act=SF&f=7' target='_blank'>http://www.wwgaming.com/nc/forums/index.ph...p?s=&act=SF&f=7</a>
  • MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
    ok. thanlks for the links <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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