Welding A Button
SamR
Join Date: 2002-09-30 Member: 1382Members
<div class="IPBDescription">Please can someone show me how?</div> Hello,
Could anyone help me create a button that doesn't work, which can then be welded, and then it works.
Very much the same process of the buttons at the Hera Reception on Ns_Hera.
I am quite experienced at using Worldcraft, but I've never made a button locked, and then become unlocked before. I did a search of the forums, but to no avail.
Anyway, help would be much appreciated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Could anyone help me create a button that doesn't work, which can then be welded, and then it works.
Very much the same process of the buttons at the Hera Reception on Ns_Hera.
I am quite experienced at using Worldcraft, but I've never made a button locked, and then become unlocked before. I did a search of the forums, but to no avail.
Anyway, help would be much appreciated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Comments
1) use a multisource entity as the master for the button.
2) target the multisource with a trigger_relay and set the trigger_state to "on"
3) create an invisible func_weldable (alpha, 0)
4) check the "start welded" and "weld opens" flags on the func_weldable
5) set the func_weldable's targetOnBreak to the trigger_relay
What this does (in theory):
The master is disabled for the button initially, so the button doesn't work.
Finishing the weld turns on the trigger relay, which activates the multisource (since it's the only source), enabling the button.
If you wanted to get fancy, you could use a multi_manager in between the func_weldable and the trigger_relay to have some other side effects from the weld (env_sparks stop shooting from the button's location, subtle lighting change, button makes noise as it goes back to available, etc.)
This is very much appreciated! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
What's the current behavior?
Is the button always active, or never active?
textures changed to (one) NS Texture, dont complain that.
The "button" is the long stick in the smaller room (it previously was a small func_rot button)
its just important, that the button makes no noise when its pressed, because you can always sucessfully push that button. (Hiding it behind the weldable does not matter.)
But the buttons (multimanagers) action will just happen when the weldable is welded, too.
how multimanagers work (never used one actually):
<a href='http://www.valve-erc.com/entities/?entity=multi_manager' target='_blank'>http://www.valve-erc.com/entities/?entity=...y=multi_manager</a>
you need to deactivate smartedit to determine what other entities a multimanager triggers.
<b>but you dont need multimanagers, all you need is the multisource</b>
replace the multimanagers by the direct aim-object for less entities. (i wont try to debug this)
<b>important settings of main entities in this demo:</b>
func_Weldable (the weldable istelf)
target to trigger on finish: masterpower
multi_manager (the aim of the fubnc weldable. this must lead to (or be) the multisource)
name: masterpower
switchmaster: 0
(this could be a trigger relay / trigger once instead, that aims on switchmaster.
the weldable could on switchmaster directly ... dunno)
multisource (acts as an "AND" operator by mastering a button)
name: switchmaster
func_button (the button)
target: event 1
master: switchmaster (!!!)
- dont move
multimanager (the aim of the button finally)
name: event 1
(this multimanager could be the door, too)
Thanks everyone