Crazy Doors
KazaQ
Join Date: 2003-06-24 Member: 17667Members
<div class="IPBDescription">Its tricky</div> Ok, I wanna make a door that has 2 parts; a left side and a right side. once you hit the button the left side moves to line up with the right side. Then, the 2 sides move together the rest of the distance.
Does anyone know how to do that because ive been thinkin about it for a while and my brain hurts.
Actualy the real question here is how do i make one button target 2 things?
Does anyone know how to do that because ive been thinkin about it for a while and my brain hurts.
Actualy the real question here is how do i make one button target 2 things?
Comments
Use a multitarget that shoots the left door at time "0" and the right doot ar time "1" wich is exactly the time when the left door has meet the right door.
other solution can be timed easier but require twice as much entities.
you also can trigger the first door, then this door triggers the second door after a amound of time. if you toggle the second door it will move when its trigger by the first door which is closing. with this you should be able to time the movements easier.
hope this wasnt too complicated explanation <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> ____ ____
|____|===|____|
____ ____
|____| |____| <- solid part (door1)
=== <- glass
____________
|____________| <- null block
____________
|____===____| <- clipped glass (door2)<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
This will work as long as the first door follows a linear path (doesn't change direction when it lines up with the second door.) If it doesn't, you'll have to make another path_corner at the same place where the second is, but leave the "trigger on pass" blank, and set it to return to the first corner. The third corner will have to send the door to this corner, of course.
They both move between 14 path corners over a total distance of 1000-2000 units.
I also use 300 point and 400 brush entities in the map (incl 100 trigger changetarrgets).
They never disappered.
I can pretty sure say that size or complexity is not the problem.
Ollj : you do realize that that means you have twice the regulation limit of entities on that maps? That's a bad thing.