Welding A Button

SamRSamR 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-->

Comments

  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I suppose you could multisource whatever the button is supposed to activate, requiring both the weld to be finished (and activating one button) and then having the other button used, to activate whatever.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    afaik in hera there is a Brush in fron of the button wich will be destroyed after welding so you can reach the button, but i am not shure.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    I don't think a brush will block a button though. Before I have made doors, where buttons are only on one side, but if you go close enough to the door on the other side, you can actually press the button through the door.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    Elaborating on what Plaguebearer said:

    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.)
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    or if you were feeling really adventurous you could put the name of your door in the "Target on use(Toggle only)" Field. I'm assuming this is how Merk did it in hera
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Thanks for the help all of you. I'm just compiling the level now to see if it will work, and then I'll get back to you.

    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-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Hmm, the bugger still won't work, I'm not entirely sure what I'm doing wrong. I've never used Multisource before.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--SamR+Jan 25 2003, 06:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Jan 25 2003, 06:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hmm, the bugger still won't work, I'm not entirely sure what I'm doing wrong. I've never used Multisource before.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What's the current behavior?

    Is the button always active, or never active?
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    The button is never active. I weld the invisible weldable, but then the button still refuses to work.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    I just downloaded the multimanager demo map and changed it into a weld-demo for NS.
    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)
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    Thanks Ollj, i hope with this i can figure weldables out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
  • Killer_Chalupa1Killer_Chalupa1 Join Date: 2002-10-10 Member: 1468Members
    Hehe, I love directions like that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited January 2003
    Ok, this is very cool. A lot of people post messages on the forums saying they'd like to see more weldables and that, so I really wanted to put weldables in Titan 6, which I now can, thanks to you guys! aaaah <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Thanks everyone
Sign In or Register to comment.