Func_weldable Related Problem
DjBourgeoisie
Join Date: 2003-08-28 Member: 20300Members
<div class="IPBDescription">cant trigger a door to open</div> Can someone PLEASE point me to a tutorial or write one here explaining the proper way to get a door to open when a weldable door breaks? I thought it would be as simple as setting the trigger from the weldable to the door but for whatever reason it doesnt seem to work. I have searched this forum and found no such post, please help. I have tried so many different things, and none of which work. Thank you to whomever can help me out.
In case theres any confusion, i can get the weldable to break open, I just cant get the door down the hall to open upon it being broken like in some other maps whos name slips my mind at the moment. Again, please explain in detail, thanx in advance.
In case theres any confusion, i can get the weldable to break open, I just cant get the door down the hall to open upon it being broken like in some other maps whos name slips my mind at the moment. Again, please explain in detail, thanx in advance.
Comments
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Example using trigger_relay:
func_weldable:
- target to trigger on finish: thedoorrelay
trigger_relay:
- name: thedoorrelay
- target: thedoor
func_door:
- name: thedoor
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Example using multi_manager (with this one you can trigger up to 16 events also with its own delays from 0 to whatever you want):
func_weldable:
- target to trigger on finish: thedoormanager
multi_manager:
- name: thedoormanager
- thedoor: 2 (this is a delay of 2, to make this just turn smart edit off and add the key "thedoor" with value 2 or whatever delay you want)
func_door:
- name: thedoor
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The values I used here are just as an example. You can use different names and values...
Happy mapping ^_^
[edit] I just have to learn to check spelling befor submitting ( <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> Kouji San's spelling )[/edit]
*edit* I tried it the first way (relay) and it didnt work. I will try the other way tomorrow.
I used "multisource" to force the door to wait til the second spot is weldered.
the problem starts when the first one is finished. the door doesnt move (of course) but the sound of the moving door is alreay playing. when the second one is weldered the door moves like it should.
is it possible to solve this problem by triggering a "nosound entity" first instead of the door?
Just made 2 examples in hammer (with the setting above btw ^_^):
<a href='http://members.home.nl/m.borgman/hammer-tuts/doortest_trigger_relay.rar' target='_blank'>doortest_trigger_relay.rar</a>
<a href='http://members.home.nl/m.borgman/hammer-tuts/doortest_multi_manager.rar' target='_blank'>doortest_multi_manager.rar</a>
Still checking out that problem with the doorsound Lt.Gravity, I'll add it in this post if I get it to work (or mayb some1 else comes to the rescue?)