10-14-2006, 04:58 AM | #1 |
Join Date: May 2005
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Constant Rotating Button
So I didn't know what else to call this, but Constant Rotating Button. What I need to know how to do:
As you rotate the button, the door lifts. If you let go of the button half way, then the door is only lifted halfway. If you rotate the button all the way, the door opens all the way (and activates an env_beam). I know how to do a func_rot_button (or whatever) so you just hit 'use' once to turn it all the way, but how do I make it incremental, so you have to hold down 'use' until the door opens all the way? Anyone know? |
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10-14-2006, 05:36 AM | #2 |
Useless
Retired FF Staff
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Decompile one of those canal maps! They use something like that. Except they fall back down.
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10-14-2006, 05:49 AM | #3 |
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Fall back down is fine. I don't know which canal map had this,.. can anyone point me in the right direction? Or better yet, just refer me to a tutorial or an entity? I've snooped around the tutorial sites to no avail..
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10-14-2006, 06:13 AM | #4 |
Useless
Retired FF Staff
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d1_canals_05
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10-14-2006, 07:43 AM | #5 |
Join Date: Jan 2005
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momentary_rot_button linked to a func_movelinear I believe.
I'm not sure about the locking when it goes all the way, I haven't messed with these things in years (and they've probably changed slightly in Source). |
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10-14-2006, 10:32 PM | #6 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I've always meant to play around with these but never bothered to figure out how to make them. It'd be cool to have a TF map with one of these you have to operate. I remember an SI map where one player had to hold open one of these doors for a teammate to get at some breakable in the enemy base.
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10-15-2006, 02:12 AM | #7 |
Join Date: Dec 2004
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they appear quite a bit in escape maps
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10-15-2006, 03:44 AM | #8 |
Join Date: Jul 2006
Location: Austin, Texas
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k_thegame_r
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10-15-2006, 08:19 PM | #9 |
Join Date: Feb 2005
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I hate those damned doors.
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10-17-2006, 04:55 PM | #10 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
in halflife it was momentary_door and momentary_rot_button, or 2 momentary_rot_Buttons of it was a rotating door i thought, but i'm not sure about that or the name of the door, it was something LIKE that |
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10-17-2006, 10:11 PM | #11 |
Join Date: May 2005
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You use a momentary_rot_button and a func_movelinear.
2 outputs on the momentary_rot_button: Onpressed func_movelinear Open Onunpressed func_movelinear close Only thing left is to make sure that they both move at corresponding speeds and for corresponding distances (dont want to keep turning the wheel after the door is open, etc). b'zam |
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10-17-2006, 10:12 PM | #12 |
Join Date: Jan 2005
Location: Orion Arm
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Hmm, I see. I remembered it was momentary_door in goldsource, and since I didn't find that I assumed it was movelinear since it was new, and since func_door and func_plat already move linearly, I figured it must be something special. ah well, eventually I'll learn all this source stuff.
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10-18-2006, 12:47 AM | #13 | |
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Quote:
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10-18-2006, 02:59 AM | #14 |
Join Date: Jul 2006
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sorry k_thegame2_r
in the end after you shoot the crystals |
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10-19-2006, 03:33 PM | #15 |
Join Date: Jan 2006
Location: Dutchelandae
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Yeah, I know of those .
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10-21-2006, 12:04 AM | #16 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
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are you sure such a slow door is suitable for a TF map? (assuming it's for FF)
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10-23-2006, 05:28 AM | #17 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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It'd be cool if it took a really long time for it to close. So if one person died trying to open it someone else could run up and keep trying without it slamming shut first.
Or people could just duck under before it's all the way opened/closed. |
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10-23-2006, 08:11 PM | #18 |
Join Date: May 2005
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It takes 5 seconds to raise, 5 seconds to lower - and believe me, if it was any longer the objectives would never get capped.
You'll understand soon... |
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10-28-2006, 12:40 PM | #19 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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You know what's stupid? Momentary_buttons can output their position as a value between 0 (fully closed) and 1 (fully open), AND take an input value along that same range to move or teleport to, BUT func_movelinears will only take an input. They won't output their position. Why?
This is what I hate about mapping. All the stupid little inconsistencies that don't make any sense. |
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