Func_weldable
HoundDawg
Join Date: 2002-11-01 Member: 3362Members
<div class="IPBDescription">looking for same as on ns_tanith</div> I'm looking to have a cable that's broken to where marines need to weld together in order to activate a set of lights. For some reason, the func_weldable doesn't seem to be working like it should (according to the docs).
I've tried various things... but, here's my current setup:
set of brushes showing a broken weld. then, I have a brush showing the straight cable (fixed) which is tied to func_weldable. func_weldable has the flag "start enabled" so that marines can weld it ASAP.
What am I doing wrong here? I know this should be able to be done as it's seen on ns_tanith working fine. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
I've tried various things... but, here's my current setup:
set of brushes showing a broken weld. then, I have a brush showing the straight cable (fixed) which is tied to func_weldable. func_weldable has the flag "start enabled" so that marines can weld it ASAP.
What am I doing wrong here? I know this should be able to be done as it's seen on ns_tanith working fine. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Comments
<img src='http://www.wwgaming.com/nc/images/maps/ns_colony1_weld_1.jpg' border='0' alt='user posted image'>
Now, this next one shows the welding taking place, where that same wrong brush is visible:
<img src='http://www.wwgaming.com/nc/images/maps/ns_colony1_weld_2.jpg' border='0' alt='user posted image'>
Finally, this third one shows the cables broken (which I can only see after shooting the weld) where it should be how it starts out since this is what needs welding:
<img src='http://www.wwgaming.com/nc/images/maps/ns_colony1_weld_3.jpg' border='0' alt='user posted image'>
Now, what I had done in messing around was set the "weld opens, not closes" flag to see the affects. This seemed to set all the lights on at start and shut them down at weld (opposite now). But, even after I deselect that flag, it continues to function with it on. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> Possibly a bug somewhere.
Anyway, help would be needed at this point. NOTE: Please keep in mind that I've only been mapping for about 3-4 days. I'm typically a coder.
I still end up with the final brush showing.... shouldn't it be invisible until the weld is completed?
1) Render Mode = Texture
2) FX Amount = 0
3) No flags set
This enabled the welded cable to be invisible until the weld was completed.
As for getting everything else working after the weld, I discovered that mapping names & targets are case sensitive. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> Also, the multi_manager had a bogus entry in it that was there when it was created.
So, now I have my weld working which activates the base lights and turns off the emergency lights. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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