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Question #2 ;)


Cooly

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I hate this question lol. every time I've tried this its failed.

 

Put a button at the time trigger_multiple as you know how to do and link it to the func_plat.

 

Oh and Good Luck :D lol

 

Though I did hear someone say something about changing the "direction" (ie. clicking up or down on the entity window) but I haven't had a chance to test this theory yet.

 

Alternatively, you can use a func_door, apparently.

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no its not based on the grid units if i remember rightly you just have to keep compiling and changing it intill you get it right..

although i havent useda func_door for that purpose since JK2 so it might be different now

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Naw, lips are fairly simple. A func_door has a default lip value of, I believe, 32...a lip of 0 means that the door moves exactly its own length when triggered. So just enter a lip value exactly as you would the height on a func_plat, and keep in mind that you can use large negative lip values, that may help. Another trick: include, in the func_door, a brush textured with system/nodraw that extends the full length you want the door to open, then you can jsut use "lip 0."

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When you say "in the func_door"... say I had a platform (but func_door) I could just have a no_draw brush smack bang in the middle...extending to the top of the run?

 

And as it's func_door, does it automatically work in both directions. I.e. when you're at the top, it comes to get you?

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By "in the func_door," I meant "as part of the func_door." The great thing about putting a nodraw brush there is that it's invisible and nonsolid, but lets you save effort on figuring out complicated lip values. Or, on the other hand, you could build a huge piston to hold up the elevator instead of using a nodraw brush...

 

Whether it will come to get you on both ends depends on if you checked START_OPEN and CRUSHER. It's safest just to build triggers.

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