Func_weldable

reapermanreaperman Join Date: 2003-08-15 Member: 19733Members
<div class="IPBDescription">Tricky to get working right...</div> I'm working on a section of my map where I want to place a button that must first be welded in order to be used, much like the button in the Marine Start in ns_bast. Unfortunatly, I'm not very sure on how I would go about doing this at all, since I have found little information on how to use func_weldables. Any suggestions?

EDIT - After playing around with it for a while, using different methods and the three "Target to fire" methods, I've ran out of ideas. One of them, "Target to use (toggle only)" got me to thinking... What I want to have happen is all linked by a multi_manager, so will this not work altogether? Thanks for the help.

Comments

  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    have you tried looking at
    <a href='http://www.natural-selection.org/Mapping_Guidelines.html' target='_blank'>http://www.natural-selection.org/Mapping_G...Guidelines.html</a>

    You need to place a trigger that is linked to the func_weldable in order for it to work i think, i kind of havent made a map in about 6 months so this one eludes me at the moment. Sorry that i cant help ya out any further mate.
  • reapermanreaperman Join Date: 2003-08-15 Member: 19733Members
    No problem, still no luck with it, though. I can get the door and other effects to activate as soon as the panel is welded, but that's not what I want - I need a button to be welded on/open, and that button to raise and lower the door.

    Anyone else have ideas?
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited September 2003
    mayb

    if your looking at close/open a door, wall or something, make a funk_door_toggle, and set its name as the weldables target

    in the doors target, set it to the buttons name (so the button can not be "used")

    if u want any other theing to happen, then try to work with a door toggle, but put it some where, where no 1 will ever find it - such as in a room, that the commander can't see, or something, and set its target to a mulity manger, and from there set your events

    also try useing a target_realay (sven coop entity, duno if its hl wide through) and work with that as your target, and from there set your buttons events

    amckern
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    trigger_relay has been around since the beginning.
  • reapermanreaperman Join Date: 2003-08-15 Member: 19733Members
    Well, I got it working finally. Thanks for all of the help, guys. In case anyone in the future is wanting to make a similar effect, here's how I did it.

    <img src='http://www.planetduke.com/concode/temp/adv_weld.jpg' border='0' alt='user posted image'>

    1 - Set the func_weldable(1)'s "Target to trigger on finish" to an env_global(2).
    2 - Have the env_global(2) initial state as off, the trigger mode as toggle, and have it set whatever state you want. When triggered by the func_weldable(1), the env_global(2) turns "on", allowing whatever is depending on it's globat state to function.
    3 - Make the multisource(3)'s state master set to the variable that you put in the env_global(2), and have it target a multi_manager(4). Because the env_global(2) is now on, the multisource will be able to function.
    4 - When the player presses the button behind the func_weldable(1), the multi_manager(4) should activate all of the events that you want done (5) - In this case, the func_rotating, a light, a sound, and the big door(6). Also, it should trigger the env_global(2) again, so that the events cannot be activated while everything is going on. This is good so that a player can't, for example, turn the lights and sound off while the door is still moving.
    5 - When the door(6) closes, have it's trigger go to the second multi_manager(7), which triggers all of the previous events again, on this time turning them off. Have it also trigger the env_global(2), making it turn "on" again, and allowing the button to be pressed and the door to be opened/closed as many times as you want.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    nw, do u mind if i post this at the snark pit on u'r behalf?

    amckern
  • reapermanreaperman Join Date: 2003-08-15 Member: 19733Members
    Hrm... Actually, don't worry about it. I'll write up a much more detailed tutorial and make a test map to go along with it.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    looking for the example map from the more detailed tutorial.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    none at snarkpit, the guy never made one.

    He just copied and pasted this tutorial.

    BTW:
    Anyone know how much damage is done from a welder per 10 seconds?
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