k, when u mention patches… im confused…
EDIT:
put some trust in me, email me your map file and info about the gate…
i’ll send you the info back that will make it work.
k, when u mention patches… im confused…
EDIT:
put some trust in me, email me your map file and info about the gate…
i’ll send you the info back that will make it work.
^^^^^^^^
im not trying to be condesending… but you can make et do virtually whatever you think of…
send me your map and info… and i will check it out.
k, got your map and script…
i may pass out soon though, but i will respond back with a solution… when i sober up =P
continue mapping the rest of your map, this thing is a small worry… and im not worried… =P
if u put a wiat on the goto it renders the trap useless
it’s not like the gate will close in 5 minutes! “wait 100” is a 0.1 second delay
k… after a few coffee’s and some sleep my hangover/headache is gone… lol
i redid the tunnel in that map you sent, i changed the patches you had for gates to brushes and moved them apart more. also ajusted the size of the trigger that starts the whole thing off.
i got rid of the accums in the script, no need for them to keep track of it all, it’s pretty straight forward once it starts, it goes though it’s motions until it’s done.
basicly what happens now, is if you enter the tunnel, gates will drop down, i also didnt do the floor crushing you, instead i added metal spikes that shoot out from both sides of the tunnel and kill’s you that way… i also added some dust to them for looks.
after a wait of 2000, the spikes retract as well as the gate moves up at the same time.
once you enter the trigger area that starts it off, the trigger is set invisible in the script, and when the gate finally opens in the end, the trigger is set default again.
you can just duplicate what i did on the 1st tunnel for the other 2.
and as for picking which 2 tunnels will be booby trapped, just use a random routine to setstate whichever tunnels trigger invisible ( that would be the safe tunnel to go through )
and thats about it.
the map/script is emailed back to you.
EDIT:
also… from what i seen in the map/script… when you use a tst, do not have it target a routine in the script_movers routine area… if you have a mover named gate1 for instance, and routines in that script area to move it to path_corners/splines ect…
and then you make a tst that call’s the gate1 script routine, it will look like it’s doing what it should in scriptdebug mode, but the mover will not move.
basicly… from what i have seen, when you have a script_mover with a scriptname/targetname… and u use a different entity such as a tst that also uses the same scriptname, the mover will not function, regardless if it’s move routines are being called.
instead, have that tst call a different script routine such as gate1_control, and the trigger you call in there would inseatd call the gate1 script routine and whatever trigger’s in it to move the mover…
understand?
basicly keep the movers scriptnames just to the mover, and do not use that same scriptname on a different entity to try and control the mover.