Mixed Stuff

TRaeadTRaead Join Date: 2004-02-08 Member: 26266Members
I´m making an elevator... its a metalic grid with the entity "func_plat" I´ve put a clip brush to it to make it shoot-throughable. In normal cases I´d make the grid an "func_illusionary" and then use the clip brush.
How should i do to make it an triggered elevator thats transparrant and shootthroughable? In what order should I make it?

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Umm, I <i>think</i> there's a Not Solid flag for func_train, though I'm not sure.
  • TRaeadTRaead Join Date: 2004-02-08 Member: 26266Members
    so I should use train instead of play? And can I tie the clip texture to it? I´ll try...thx allot <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • TRaeadTRaead Join Date: 2004-02-08 Member: 26266Members
    Ehh...I didn´t understand the path_corner thing...is it an entity?tied bush? and is the elevator the first path_corner or is it not a corner at all? do I make 2 corners and link them? how?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    edited March 2004
    It's simple, really. Make the brush you want to be your elevator into a func_train, and set the first path_corner to be "corner1". Make a path_corner (point entity) where you want your elevator to <i>start</i>. The func_train's origin will be placed where the path_corner's origin is. Name it "corner1" and next target "corner2". Make another path_corner, name it "corner2" and then next target "corner1".

    edit: remember to set the "Wait for retrigger" flag!

    Pretty simple. You're prolly better off reading a tutorial or something though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
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