Fixable/destroyable circuts...?
ChyChsco
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
<!--EDIT|Greedo386|Aug. 21 2002,20:57-->
Hope you can implement it bub. ^^
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.
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-->
--Scythe--
<a href="mailto:the_only_scythe@subdimension.com">the_only_scythe@subdimension.com</a>
<!--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-->