How Me Make A Func Brakeable Close A Door And...

cariocacarioca Join Date: 2003-09-02 Member: 20511Members
<div class="IPBDescription">show off a welding point over it and...</div> how me make a func brakeable close a door and show off a welding point over it and since welding they blow the door.<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2005
    So lets see if I understand you correctly:

    1. func_breakable closes a door
    2. func_weldable appears on the door so it can be welded
    3. welding the func_weldable will result in the door it's destruction (kill target from the trigger_relay?)
    4. after a round restart the door should reappear

    2 not possible as far as I know, since a func_weldable is enabled at the start of each round with the weld sprite visible.
    4 is also not possible if you kill it with the trigger_relay. The only way I know of to make it invisible and accesable.

    This is another aproach to your idea, but it with a twist.

    1. func_breakable closes a door and opens up a hatch to show you a func_weldable
    2. welding the func_weldable opens the door

    All of these are reset at the restart of a round so no problem there.

    Man I wish they made func_weldable toggleable and add the option to enable them during a round instead of standart enabled at the start of a round. Maybe I'm mistaken, but I haven found a way in doing that...
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited April 2005
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> im a bit lazy with entities could be step by step?
    in your function way of life?
    break a hidraulic pipes->close door and show a manual input to unlock the door by welding;
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    func_breakable (the pipe):

    target on break: door

    func_door (the actual door):

    name: door
    delay before close, -1 stay open: -1

    func_door (the hatch in front of the weldable):

    name: door
    delay before close, -1 stay open: -1


    func_weldable:

    target: door
    and check it's flag: weld opens, not
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    func_breakable (the pipe):

    target on break: door

    func_door (the actual door):

    name: door
    delay before close, -1 stay open: -1

    func_door (the hatch in front of the weldable):

    name: door
    delay before close, -1 stay open: -1


    func_weldable:

    target: door
    and check it's flag: weld opens, not
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i will try maybe tomorrow to include in the co_charge
    and thanks for the orifice tip of vis.
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