Ok I’ve got the basic of shaders, scripting, and map making down. The next I wanted to tackle was lever activated doors (im talking about the type of doors located in battery by the gun where u can siwtch a lever and they open/close. I followed as close as I could to what they did map wise and script wise but when I go to activate mine, the script_movers float away into space lol.
here is what it looks like:
Trigger is trigger_invisilbe_user which targets a target_script_trigger to call main in door_trigger, pathcorners are obvoiusly to define the markers and are named the same in the script.
and here is the script:
//
// Door
//
door1
{
spawn
{
}trigger open
{
wait 500
playsound sound/movers/misc/big_gate1.wav
wait 400
playsound sound/movers/misc/big_gate2.wav looping forever
gotomarker door_uppos 32 wait
stopsound
playsound sound/movers/misc/big_gate3.wav
}trigger close
{
wait 500
playsound sound/movers/misc/big_gate1.wav
wait 400
playsound sound/movers/misc/big_gate2.wav looping forever
gotomarker door_downpos 32 wait
stopsound
playsound sound/movers/misc/big_gate3.wav
}
}door_lever
{
spawn
{
}trigger down
{
gotomarker door_lever_downpos 16
trigger door1 open
}trigger up
{
gotomarker door_lever_uppos 16
trigger door1 close
}
}door_trigger
{
spawn
{
accum 6 set 1
}trigger main
{
trigger door_trigger door_leverup
trigger door_trigger door_leverdown
}trigger door_leverup
{
accum 6 abort_if_not_equal 1
resetscripttrigger door_lever up accum 6 set 0}
trigger door_leverdown
{
accum 6 abort_if_not_equal 0
resetscripttrigger door_lever down accum 6 set 1}
trigger setaccum0
{
accum 6 set 0
}trigger setaccum1
{
accum 6 set 1
}
}
I was sort of copying off of tc_base’s gate which is the exact idea I want, but with just 1 lever instead of 2. I hope it isnt a stupid mistake but I am stepping into unknown territory so I am unsure how to resolve it. Do I need a orgin brush somewhere?? I was looking at the gate in tc_base but I didnt see any.
Thanks.
). It doesn’t have to be in the middle.