Weldable Door Switches

MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
I cant seem to figure out how to get it to work myself so I was wondering if anyone could tell me how to do a switch so you weld it open, and from then on whenever you used the welded switch a door would open/close.
think the doors at hera reception and youll have a good idea of what im trying to do.
Also anyone know if theres a coomand to give a marine a welder instantly.. would make testing weldables much easier <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

Comments

  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I'm not entirely clear on this, but I think you need to use a mastered func_button -- in other words, create a multisource, give it a target name of (for example) "weldmaster", then select the func_button and fill in "weldmaster" for the "master" key. The func_button will begin as inactive. The func_weldable would then trigger this multisource, which would then activate the button. Like I said, I'm not completely sure but I *think* this will do the trick.

    And as far as I know there isn't a console command to give you a welder, but if you start up a LAN game and set sv_cheats to 1 (which allows you to build even if there's nobody else on the server), you can build yourself an armory and get a welder in less than a minute. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    (Fixing incorrect topic date due to server issue)
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Yeah, using a multisource is probably the best way to do it. Plus, you could have 'effects' tied to that multisource. Or, if you want to make things complicated you could use env_render and complicated triggers <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    i am not clear on why you need the multisource as the master?

    i would thing the weldable could also be the master for the button? or is there some reason not? it would save an entity if you could.....
  • MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
    rhodes: your solution doesnt seem to be working for me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> and i dunno why. It sound like it should work but it isnt. infact i cant do anything with the button before or after the weld is finished.. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    edited December 2002
    munty, first create a multisource... name it (for example "door_source") and turn off smartedit.
    click the "add" button then enter a key which is the name of the weldable ... example "door_weldable" enter in any random number for the value

    next, create the weldable, name it "door_weldable" set "target to trigger on finish" to "door_source"

    step three is to create the func_button... we'll call it "door_button". set it's target as "door" and it's master as "door_source"

    last, create the door, name it "door" and give it a master of "door_source" (this will prevent the commander from opening the door)

    and you're all done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    -summing that all up, you should have:
    1) a func_door with a multisource as its master
    2) a func_button targetting the door and with the multisource as its master
    3) a multisource with the func_weldable as a source
    4) a func_weldable with "target on finish" pointing at the multisource

    to get a welder instantly, you must have cheats on... then go into console and type "give weapon_welder"
    the other useful one for map-checking is "give item_jetpack"

    hope that helps...
  • MuntyMunty Join Date: 2002-11-01 Member: 2972Members, Constellation
    watch.me.die: Thanks for the advice. I followed it, and now have the weldable working. Only problem was that i had to turn off smart edit, and add a target field to the weldable. Otherwise it acted as iff nothing pointed at the MS at all... Which was slightly annoying <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
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