Lookit:
t_handle1 // handle in left control room (left side bolts)
{
spawn
{
accum 1 set 0 // 0=up, 1=down
}
trigger toggle
{
wm_announce "toggled"
trigger self up
trigger self down
}
trigger down
{
accum 1 abort_if_equal 1
resetscript
wm_announce "down"
faceangles 0 90 0 1000
// move left side bolts in
wait 1000
trigger topleft_bolt in
trigger topleft_stem in
accum 1 set 1
}
trigger up
{
accum 1 abort_if_equal 0
resetscript
wm_announce "up"
faceangles 0 0 0 1000
wait 1000
trigger topleft_bolt out
trigger topleft_stem out
accum 1 set 0
}
}
That’s the code that runs my handle. The toggle function gets called by an invis user and all the code executes with one exception - the faceangles commands. They seem to be completely ignored.
However, the strange thing is, if I use a faceangles where only one of the three axis (pitch,yaw,roll) are used, it gets ignored. But if I use 2 or more of the axis they work.
The problem is I want a switch that swings down (sometimes called H-switches or t-bar switches - think frankenstein flicking the switch to zap the monster - those switches
). So obviously I only want to rotate it in one direction. But it gets ignored if I only use one. It’s madness. I have managed to use faceangles to rotate other script_movers in the map no problem, it’s just this one. The script_mover entity for the handle is nothing out of the ordinary, just standard script_mover. Has an origin brush in the right place and is non solid so it doesn’t squash the player when it comes down.
So what’s up with that?
