few simples questions 1 topic


(nikita) #1

my 1st question is a quote that aint working right
func_door_rotation + func invisble user

1.from gtk = ““targetname” if set, no touch field will be spawned and a remote button or trigger field activates the door.”"
when i link the door with func_invisble_user with croshint HINT_ACTIVATE i can open the door both with switch and touching it… i want it 2 be opened only with switch like its sais why its not working?

2.what execly is model2?
3.how do i creat something that can be trigger when u walk on it like a trap spose a shooter or target> something?

4.how do i detirment a change of speed spose i want a door or a wall 2 move slow… slow again, and then very fast, and slow again? is it possable + how do i make it active in diffrent timing like 1 time after 10 seconds and 2nd time after 15 seconds?
is it by wait + random or there is another way…?

questions 1 2 4 really importent to me reply with be most welcome ty all

edit how do i make a brush spin around?


(Loffy) #2

3a) You can create a trigger_mulitple. Give it the key “wait” and the value “30”, for example. (It will wait 30 seconds between each trigger).
(You can also make the trigger_multiple “axis only” or “allied only”.)
Then you can have an entity, like a func_explosive. Let the trigger_multiple target the func_explosive.
Whenever a player steps into the invisible trigger_multiple, there will be an explosion!

3b) You can expand on this by letting the trigger_multiple trigger a target_script_trigger.
This target_script_trigger must have its own script-section in you map’s script. (See below.)
The target_script_trigger must have a key “target” and a value, for example “action_now”.

What happens is this: The player steps into the trigger_multiple, the trigger_multiple will target the target_script_trigger,
and the target_script_trigger will call its target (“action_now”).

You can put whatever you want into the section “action_now” in your script.

This example script below is for the target_script_trigger.
Let us assume that you have given it the scriptname “tst_alpha”, and that you have given it a key “target” and a value “action_now”.


tst_alpha // This is the target_script_trigger
{
   spawn
   {
   }

   trigger action_now // This part will be triggered by the target_script_trigger 
   {
      you can put any action you want here, like open a trap, start a speaker et cetera.
   }
} 

//Loffy


(EB) #3

You may need to script the door. (see bottom of post for faceangles)
EXAMPLE lock and unlock door IN ERIK-FTN.'s map -> HERE

Example: You will see that the tank tracks are not visible in the goldrush.map file, that is because they are added by the use of ‘model2’ within the script_mover entity of the tank.
–this Surface link may help you a tad-bit. HERE

  1. Loffy answered. :wink:

  2. using ‘paths’ would be a good way to do this stuff, but you’ll have to test your ideas.
    Start with this one @(nib’sworld)HERE then do the advanced script_mover tutorial at the same site.
    (*Otherwise, you will need to explain your ideas more, because the idea is kinda garbled.)

  3. As for the spinning brush, do you want it to spin once or half a spin or constantly ?
    --------You need to relay your ideas better, ok ?
    either use ‘func_rotating’ in map OR script an entity to ‘faceangles’
    faceangles 0 90 0 50

[quote=]faceangles <pitch> <yaw> <roll> <duration|gototime> [accel|deccel]
The entity will face the given angles, taking ‘duration’ milliseconds to turn. If the GOTOTIME is given instead of a timed duration, the duration calculated from the last gotomarker command will be used instead. Use accel or deccel to make the turning non-linear.[/quote]The entity will change angles acording to it’s ‘priorto change’ state and the ‘changed state’. So in this case…if the entity was facing 0 0 0, then it will move to 0 90 0 within 50 milliseconds (from the red example above). -You could also use this for 4 or with #4, get creative after you learn about them.