Weldable Door Button
BulletHead
Join Date: 2004-07-22 Member: 30049Members
<div class="IPBDescription">Like in ns_hera</div> Hey all! I'm a tad new to the forums here... been mapping for fun for a while and I decided I'd actually try something... but I ran into a snag... I can't find any tuitorials that explain how to make a door button like was done for the security door on NS_HERA at hera entrance and reception... can anyone point me to one?
Google gave me only ONE that matched it perfect... but it was in, of all things, CHINESE?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Google gave me only ONE that matched it perfect... but it was in, of all things, CHINESE?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--><!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Comments
<a href='http://nsworld.ns-central.co.uk/mappingguide/' target='_blank'>2</a>
<a href='http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=24' target='_blank'>3</a>
Google using the name of the entity as keyword "func_weldable". This usually gets the best results, or try using it in a combination with "ns mapping"
*wonders*
Every one I got was either in another language or had nothing to do with welding in NS>.. I think I know why
I just searched for
ns func_weldable
I should have done
"func_weldable" ns
huh... lol
<a href='http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=24' target='_blank'>Snark Pit Tuitorial</a>
IS the one I want... but uh... the number of variables kinda confuses me... mainyl because they dont' tell you a name for everything... and I've never used a multisource OR multimanager before (I've never tried to either)
Could you explain it to me? I'm trying it out now... but I have a bad feeling it isn't going to work 0o'
mm... I hate not being able to figure this out on my own... but seeing some of Kouji's past works... I feel he would <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<b>func_weldable:</b>
- Target to trigger on finish: thedoor
- flags, welds open not
<b>func_door:</b>
name: thedoor
Thats all you need. This will trigger the door when your finished welding.
SO uh... what wsa all the other things in it
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> I feel like a complete nub again <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
The Security Door is now completed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
...when i make a func_weldable and give it hp it doesnt die... after if you shoot it it does..
in addition the weld spot doesnt come back after it gets killed at the start of the round. not sure if this is a compiler error (tryed it in 1.7p13 just got latest today or because i created it in a co map.
on the standard maps the weld spot breaks after it gets welded...
i was assuming to make a weld spot with 1 hp to see it break after it is done... but you see my dilemma.
please explain how this is done...
and the "weld open, not" flag will make the welding spot disappear for that round, after it's welded. Like in some co maps, where you have a second armory behind a grate. The grate is a func_weldable, and when you weld it, it's gone. and don't forget also to check the flag "start on"