Func_weldable
reaperman
Join Date: 2003-08-15 Member: 19733Members
<div class="IPBDescription">Tricky to get working right...</div> I'm working on a section of my map where I want to place a button that must first be welded in order to be used, much like the button in the Marine Start in ns_bast. Unfortunatly, I'm not very sure on how I would go about doing this at all, since I have found little information on how to use func_weldables. Any suggestions?
EDIT - After playing around with it for a while, using different methods and the three "Target to fire" methods, I've ran out of ideas. One of them, "Target to use (toggle only)" got me to thinking... What I want to have happen is all linked by a multi_manager, so will this not work altogether? Thanks for the help.
EDIT - After playing around with it for a while, using different methods and the three "Target to fire" methods, I've ran out of ideas. One of them, "Target to use (toggle only)" got me to thinking... What I want to have happen is all linked by a multi_manager, so will this not work altogether? Thanks for the help.
Comments
<a href='http://www.natural-selection.org/Mapping_Guidelines.html' target='_blank'>http://www.natural-selection.org/Mapping_G...Guidelines.html</a>
You need to place a trigger that is linked to the func_weldable in order for it to work i think, i kind of havent made a map in about 6 months so this one eludes me at the moment. Sorry that i cant help ya out any further mate.
Anyone else have ideas?
if your looking at close/open a door, wall or something, make a funk_door_toggle, and set its name as the weldables target
in the doors target, set it to the buttons name (so the button can not be "used")
if u want any other theing to happen, then try to work with a door toggle, but put it some where, where no 1 will ever find it - such as in a room, that the commander can't see, or something, and set its target to a mulity manger, and from there set your events
also try useing a target_realay (sven coop entity, duno if its hl wide through) and work with that as your target, and from there set your buttons events
amckern
<img src='http://www.planetduke.com/concode/temp/adv_weld.jpg' border='0' alt='user posted image'>
1 - Set the func_weldable(1)'s "Target to trigger on finish" to an env_global(2).
2 - Have the env_global(2) initial state as off, the trigger mode as toggle, and have it set whatever state you want. When triggered by the func_weldable(1), the env_global(2) turns "on", allowing whatever is depending on it's globat state to function.
3 - Make the multisource(3)'s state master set to the variable that you put in the env_global(2), and have it target a multi_manager(4). Because the env_global(2) is now on, the multisource will be able to function.
4 - When the player presses the button behind the func_weldable(1), the multi_manager(4) should activate all of the events that you want done (5) - In this case, the func_rotating, a light, a sound, and the big door(6). Also, it should trigger the env_global(2) again, so that the events cannot be activated while everything is going on. This is good so that a player can't, for example, turn the lights and sound off while the door is still moving.
5 - When the door(6) closes, have it's trigger go to the second multi_manager(7), which triggers all of the previous events again, on this time turning them off. Have it also trigger the env_global(2), making it turn "on" again, and allowing the button to be pressed and the door to be opened/closed as many times as you want.
amckern
amckern
He just copied and pasted this tutorial.
BTW:
Anyone know how much damage is done from a welder per 10 seconds?