|GG|Carl Posted December 14, 2003 Posted December 14, 2003 Is it possible to make misc_models be a part of an elevator or something?
WadeV1589 Posted December 14, 2003 Posted December 14, 2003 Select the model first, then select the func_plat, func_door, whatever and hit Ctrl+K. Same as making a trigger or button for a door/elevator, model targetted at the door/elevator.
|GG|Carl Posted December 14, 2003 Author Posted December 14, 2003 Thanks a lot! But what about the clipmodel brushes? Can I just make them to func_plats, and attach them with the other stuff? EDIT: Allright, I did what you said, but now, the whole thing refuses to move! Everything (Including the clipmodel brushes) is just standing still on the ground (which probably is a good sign, cause now we know that the whole thing "understands" that it is a func_plat.). EDIT2: This simply doesn't work! I make a func_plat, compile. Then it works fine. But as soon as I attach the model to it, the elevator just stands still! It doesn't work! What am I doing so wrong? Am I using wrong sort of model? Shall I use something else than misc_models?
WadeV1589 Posted December 15, 2003 Posted December 15, 2003 Once you attach a model to the func_plat, you give the func_plat a targetname so you need to make a trigger to move it. You can specify a model2 key on the func_plat instead and that will make it work without a trigger but the model must be included in the pk3 in md3 format and you need to make shaders to make it dynamically light.
|GG|Carl Posted December 15, 2003 Author Posted December 15, 2003 Quote Originally posted by WadeV1589 Once you attach a model to the func_plat, you give the func_plat a targetname so you need to make a trigger to move it. Allright, I select the model first, then I select the func_plat and hit Ctrl+K. After that I select the func_plat, and then I give it it a targetname. But what to do after that? (This might seem very obvius to you, but I don't get it)
WadeV1589 Posted December 15, 2003 Posted December 15, 2003 Once you do the Ctrl+K thing you're giving the func_plat a targetname (it's how the model is linked to the func_plat). Whenever you give a door/plat and so on a targetname (which you automatically have done) it expects to be triggered manually - i.e. it looses its proximity functionality. What you need to do now is make a system to activate the func_plat, a trigger_multiple or such targetted at it also that when walked through makes the func_plat move.
|GG|Carl Posted December 15, 2003 Author Posted December 15, 2003 I finally got it to work! Thanks a lot wade! Dunno if anyone wanna hear this, but: What I created was an elevator with darth vaders egg on it. It turned out really nice.
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