Pithlit
Apr 19 2004, 04:03 PM
Wee, another Problem from teh nub

Well, i have an elevater (well around 4 in my map) wich got a button on the upper side and on the lower side wich trigger the thing (its a func_traiN) but if the second button is hit, while the train is in progress, it stops moving.
how can i avoid this?
wnn
Apr 19 2004, 04:11 PM
check the flags in the corner_ entity, if im not wrong there's smth about it there
Pithlit
Apr 19 2004, 06:04 PM
no, none of the flags in the path_corner work
brute_force
Apr 19 2004, 06:20 PM
Set the time before reset on each button about as long as the elevator takes to move to the upper/lower level. (t = v/s, right? (I never was good at math)

)
ShenTraX
Apr 19 2004, 07:25 PM
| QUOTE |
| Set the time before reset on each button about as long as the elevator takes to move to the upper/lower level. (t = v/s, right? (I never was good at math) |
Thats is ok for someone waiting on the floor you just left, bu someone on the arriving floor could press the button and it would stop the train.
brute_force
Apr 19 2004, 08:28 PM
| QUOTE (ShenTraX @ Apr 19 2004, 08:25 PM) |
| QUOTE | | Set the time before reset on each button about as long as the elevator takes to move to the upper/lower level. (t = v/s, right? (I never was good at math) |
Thats is ok for someone waiting on the floor you just left, bu someone on the arriving floor could press the button and it would stop the train.
|
Oh yeah, good point. Well, how about a multi_manager triggering a multisource which is the button's master, making the button not work until the elevator has stopped moving?
prsearle
Apr 19 2004, 08:36 PM
Why not just use one entity for both buttons? Then, no matter which button is pressed, the other one will automatically be disabled because they're both the same button (if you see what I mean

)
Pithlit
Apr 20 2004, 12:45 PM
Mhh, one large entity would,´t solve the problem, since you could activate the thing then, even away from the buttons.
but will the compiler take it as one entity if i gour the two buttons first? and then set them to an entity?
And how does this multimanager workß i have no idea how to use this :/
LoDwkeef
Apr 26 2004, 01:23 AM
eh, just make 2 new brushes(or however many buttons you want) and while selecting them both just tie to entity and save yourself the hassel of trying to combine them. Thats my advice anyway, if you want a good site on doing this stuff I found a good one(not ns but basic things dealing with all mods)
TWHL Half-Life WorldCraft - Hammer Mapping Tutorials and Resources
Sir_Pepe
Apr 26 2004, 11:37 AM
KFS fixed the same problem in ns_nothing by turning the elevators into func_door instead of func_train... trains can be stopped, door can't.
Wolv
Apr 26 2004, 04:49 PM
Isn't the problem with func_doors that they will either move back up when blocked or instagib it's victim, whereas a func_train will continue trying to go down until the blockade has been removed.
Guess I'll stay away from that ns_nothing elevator as an onos until I know for sure.
brute_force
Apr 26 2004, 06:04 PM
| QUOTE (Wolv @ Apr 26 2004, 05:49 PM) |
Isn't the problem with func_doors that they will either move back up when blocked or instagib it's victim, whereas a func_train will continue trying to go down until the blockade has been removed.
Guess I'll stay away from that ns_nothing elevator as an onos until I know for sure. |
If a func_door or func_door_rotating has its' "Delay before close" to -1, it will not go back I believe. However, if it is a value other than -1, it'll go back after causing the damage. So even if you're killed by the door then, it'd go back.
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