Some Big Entity Deal
notalentassclown
Join Date: 2003-07-23 Member: 18382Members
<div class="IPBDescription">func_illusionary, func_door and more!</div> Ok, here's the deal. I am making a map where I want to have a welding sequence. I want it where you have to weld everything in a certain order to do it. Each weldable opens a door. But I want one door to be able to be opened by one of two weldables.
Anyways, the first door(let's call it DoorOne) has two func_weldables that can open it. Each func_weldable also has a func_illusionary covering it(for effect). What I want is for the func_illusionary to turn off so it no longer glows after it's welded. I want it where when you weld one thing, the other weldable is no longer active, and both func_illusionaries turn off.
What can I possibly do to alleviate this trouble?
Also, how can I make water that will drain once a certain weld point is activated?
Anyways, the first door(let's call it DoorOne) has two func_weldables that can open it. Each func_weldable also has a func_illusionary covering it(for effect). What I want is for the func_illusionary to turn off so it no longer glows after it's welded. I want it where when you weld one thing, the other weldable is no longer active, and both func_illusionaries turn off.
What can I possibly do to alleviate this trouble?
Also, how can I make water that will drain once a certain weld point is activated?
Comments
the water thing:
i believe the func_water is related to the func_door entiy and if you give it a direction of down and trigger it it *might* work. in fact im fairly certain this is how it works. you will have to set the lip to something positive or else it will vanish completely form view.
it s really late and som im not so sure hese things will work but they should unless im a total nubtard right now.
Yup, func_water has pretty much the same variables as a func_door, so it works the same when triggered.