Fixable/destroyable circuts...?

ChyChscoChyChsco Join Date: 2002-07-13 Member: 933Members
<div class="IPBDescription">Questions!</div>Simple question. For the map I'm working on, I was thinking of inserting a system of repairable and destroyable circuts which control lighting in the area. Perhaps it requires a level 4 to destroy, and of course, needs to be welded to be repaired. Will the func_weldable work as a switch like that?

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Yeah, you can have the func_weldable trigger a multisource or anything with a name (light, door, Intercontinental Ballistic Missile strike, etc.) with its 'trigger on weld' field (at least, I think that's the name of it).



    <!--EDIT|Greedo386|Aug. 21 2002,20:57-->
  • ZcaliberZcaliber Join Date: 2002-01-26 Member: 93Members
    That... would be the definition of awesome...

    Hope you can implement it bub. ^^
  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    hehehe thats exacetly what I'm doing.

    Weld the generator to bring doors, lighting (Off of emergency lighting) and elevators back online.

    But it's gonna be a ##### to do though..... urgh.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    However, a weld can only be made once, so your light would either have to only switch on or off, and not both ways.
  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    Ay, no arguments here.

    Which would your rather? No lifts, doors that can't be welded shut from Tiny's, and only emergency lighting or Working lifts, doors, and lights

    <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    to that end, when a func_weldable is triggered, it should either reset or deactivate depending on its state at the time...  Don't you think?  Would enable the reuse of weldables.
  • XyberBobXyberBob Join Date: 2002-07-12 Member: 918Members
    I might try that if I ever get a map started <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Isn't this already in someone's map? I read somewhere that one of the maps has a weld that the marines can... weld.. to summon an airstrike onto a <b>small</b> outdoor section of the map to open up an alternate route to a hive.

    --Scythe--
    <a href="mailto:the_only_scythe@subdimension.com">the_only_scythe@subdimension.com</a>
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Isn't this already in someone's map? I read somewhere that one of the maps has a weld that the marines can... weld.. to summon an airstrike onto a small outdoor section of the map to open up an alternate route to a hive.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Yeah, you can have the func_weldable trigger a multisource or anything with a name (light, door, <b>Intercontinental Ballistic Missile strike</b>, etc.)<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    So there you have it.  Yes, yes indeed.  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
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