Weldable Door And Commander

phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
<div class="IPBDescription">how do i prevent him form opening it</div> i have a door to a seige room that needs to be welded open. i have the weld triggering the door and all works fine but,
how do i prevent the commander from opening the door until its welded?

Comments

  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    make the door a func_seethroughdoor and set it's properties accordingly(kinda like func_seethrough)
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    the door can still be operated by the commander even as a func_seethroughdoor.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    1) Create the door, set properties as desired. Under the "master" field input doorcontroller. Input door1 in the name field for the door. If there are two halves of the door that move in opposite directions, name them different names (door1 and door2 for example)
    2) Create the weld point. Set "Target to trigger on finish" to doorcontroller.
    3) Create a point entity of type multi_manager. Name it doorcontroller. Toggle the "Smart Edit" box into the raised up position. (off) Add a key with the name of the door (or the name of each door if more than one). Set the value to the number of seconds you want a dely between when the weld is finished and when the door opens.
    4) Watch with glee as the commander futily tries to operate a door that now truly needs welding.

    If you are trying to turn the weld into a button that operates the door, put the name of your multi_manager in the Target on Use field instead of Target to trigger on finish.
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    works great. thanks!
  • the_bERtthe_bERt Join Date: 2004-06-21 Member: 29436Members
    hmmm why do you need a multimanager? Giving 2 parts of a door the same name works afaik
  • SamahSamah Australia Join Date: 2003-05-14 Member: 16286Members, Constellation
    I believe the point of using a multimanager is since players can't see it, and therefore the commander can't click it?
    Just a guess <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    yeah, you actually don't need one now that I think about it. AFAIK what is really necessary is to move control of the door to a correctly made func_weldable. Then commander interaction is blocked at the weldable based on the state of the weld. I think I ended up with the multi_manager because I was kind of reading from a piece of source work that did other things with the weld trigger, and needed the multi to fire all of those at once.
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