Some Big Entity Deal

notalentassclownnotalentassclown 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 I want it where when you weld one thing, the other weldable is no longer active, and both func_illusionaries turn off.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?

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    as far as i know func_illusionaries are not toggleable. you could try it with either a func_door or a func_wall_toggle. the only problem is that it might block teh welder action you will have to test that. if it does block it yo can use a cycler witha sprite in it for the glow. and turn that off, i hope.

    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.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-confused!+May 7 2004, 09:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ May 7 2004, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yup, func_water has pretty much the same variables as a func_door, so it works the same when triggered.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    edited May 2004
    You can use an <a href='http://collective.valve-erc.com/index.php?ent=env_render' target='_blank'>env_render</a> to make a func_illusionary visible/invisible if that's what you're after.
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