since i started postig in the q3map2 thread here, maybe someone here knows how to prevent having the use hint on doors. ive tried giving the door the key: cursorhint hint_none, but that doesn
t seem to work. my door is opened by a func_button, target_delay and target_lock. i read somewhere that it is possible not having the hint on the door, but i don`t find that forum thread anymore
no "use" hint on doors
I can’t speak specifically for MP but in SP you can use a func_invisible_user with a key/value pair of cursorhint/hint_none, but it depends on the set up of your door and how the triggers relate to each other.
how made u exactly your door and the func_invisible_user? maybe im missing just something that is important to get it to work. i
ve tested all possibilities in sp… the easiest should be to target the func_invisible_user at the func_door and giving the func_invisible_user cursorhint/hint_none. well the cursor at the func_invisible user is not show but is still visible at the door. according to the entity def only a targetname should do it(“if set, no touch field will be spawned and a remote button or trigger field activates the door.”).
can you give a brief outline of what you’re trying/wanting the door to do?? Things like this are tricky to sort out without knowing those details… cheers.
the door has a button on one side from where u can open it. the door opens and then goes back automatically. players on the other side cant open the door. i want the door to be a func_door(no script_mover) because it makes an areaportal. i read a map review where the tester complained about that "hand" on the door, even if u can
t open the door.
On 2002-11-25 23:55, pazur wrote:
i`ve made a screenshot+descriptions so u can see how the door is set up
ahh I see. I’m not entirly sure you can do what you’re wanting to do without the use of scriptmovers, but I can understand the use of doors for the areaportal thing so what you might be able to get away with is this…
Leave everything as it currently is except… place a func_invisible_user infront of the button. Make sure the func_inv covers the whole button area and even sticks out a bit from the wall… what we’ve got to do here is cover the original button so it’s basically ‘hidden’ under the func_inv_user trigger.
Once you’ve got your size correct, enter the key/value pairs I mentioned above for the func_inv_user (and anything else that might be useful like ‘no_kick’).
All we need do then is link the user to the ‘real’ button, so select the func_inv_user and then the button and hit Ctrl+K and link them.
You should then find in game because we’ve made the func_inv_user very thick to cover the whole area it’ll ‘override’ the icon for the button.
I don’t know if this’ll work but it’s worth a shot…!
HTH
it did it hand is gone. i`ve made 2x the func_invis brush in front of the door and the hand is totally gone. thanks again