<div class="IPBDescription">how?</div> If I just put func_door or func_plat, commander can't build on it. I want to know how to make the elevator like in bast in marine start - it is toggled by marines, and commander can build on it.
Func_train? Seems like the way to go, func_train with two paths, both set to stop until retrigger (your buttons). Uh... dunno about commander build possibilities but If I was doing a lift (or fancy door) It would be a train.
Jeah make it a func_door or func_rotating_door and nobody (not even gorges) can build on it. Make it a func_train and everyone can build on.
The mystery of trains that dissapear and reappear randomly is still unsolved.
Give it a name (a name nothing aims at) and the commander can toggle it. Give it no name (or a name that some other trigger aims at) and he cant. This rule counts for all klickables including func_rotating.
func tracktrains can be build on too but only if it has no name (this makes just sense with that "use flag" that allows using it like a vehicle. When placing a cc on a tracktrain it will stand in the sky (same on func_rotating).
10x for the advice, just tried but it still doesn't work well. If the train is not named, then commander can build on it but ofcourse, no one can use it. If it is named, commander toggle it instead of building on it, even if I have a button near by which targets the train (and the button works).
ok I found a way - probably not the best but it works. I gave the train a name, but nothing targeted it. So how to make it work? I used trigger_changetarget on a button to give it's target the train name, but since this happens only after the map loaded, it made the elevator buildable and toggable.
We need a tutorial on special entity combinations. There are a lot of topics on this forum now. A well made site with all of them together could be really helpfull. I hope Half-Life 2 will make things easier. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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Uh... dunno about commander build possibilities but If I was doing a lift (or fancy door) It would be a train.
Make it a func_train and everyone can build on.
The mystery of trains that dissapear and reappear randomly is still unsolved.
Give it a name (a name nothing aims at) and the commander can toggle it.
Give it no name (or a name that some other trigger aims at) and he cant.
This rule counts for all klickables including func_rotating.
func tracktrains can be build on too but only if it has no name (this makes just sense with that "use flag" that allows using it like a vehicle. When placing a cc on a tracktrain it will stand in the sky (same on func_rotating).
If the train is not named, then commander can build on it but ofcourse, no one can use it.
If it is named, commander toggle it instead of building on it, even if I have a button near by which targets the train (and the button works).
perhaps not <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
the coolest elevators are still func_buttons with high lip values used as elevators.
I gave the train a name, but nothing targeted it. So how to make it work? I used trigger_changetarget on a button to give it's target the train name, but since this happens only after the map loaded, it made the elevator buildable and toggable.