mikemj33 Posted May 3, 2002 Share Posted May 3, 2002 I have pillar set up in the middle of a room with a trigger multiple right over it, when the player walks on it, it brings them up thru a hole in the ceiling to another room directly above it. On each side of the square hole on the top floor is another trigger multiple. Now the part I'm having trouble with is that when riding the elevator back down, the player hits the first trigger multiple at the bottem, sending the elevator back up. I cant think of a way around it. Its either something really simple I'm overlooking or some other way of doing this that I dont know about, either way I need some help. Link to comment Share on other sites More sharing options...
patchx Posted May 3, 2002 Share Posted May 3, 2002 um dunno really but just a suggestion u could make four triggers surrounding the elevator at the bottom instead of right on top of it so that the elevators up and down movement wouldnt put it through the trigger but then when the player got off when he got down he would cross the trigger and send the elevator back up supposedly any help? -patch Link to comment Share on other sites More sharing options...
mikemj33 Posted May 3, 2002 Author Share Posted May 3, 2002 I did think of that one, but if a player crossed one of the 4 on the bottem, it would go up before he could step onto it. Link to comment Share on other sites More sharing options...
mikemj33 Posted May 4, 2002 Author Share Posted May 4, 2002 Anyone? Link to comment Share on other sites More sharing options...
patchx Posted May 4, 2002 Share Posted May 4, 2002 have u messed around with that "facing" command i dont really fully comprehend it bit it kinda sounds like if u set it up the player would have to be facing the entity its triggering to set it off maybe im wrong though...dunno -patch Link to comment Share on other sites More sharing options...
patchx Posted May 4, 2002 Share Posted May 4, 2002 I did think of that one, but if a player crossed one of the 4 on the bottem, it would go up before he could step onto it. actually u could use the delay command to give the player ample time to get on the lift plus make the trigger brushes really think and tight up against the elevator "air space" -patch Link to comment Share on other sites More sharing options...
mikemj33 Posted May 4, 2002 Author Share Posted May 4, 2002 How would you do that, cause the only way I know hjow to use delay is on the func plat, setting how long it waits before it goes back down. Link to comment Share on other sites More sharing options...
patchx Posted May 4, 2002 Share Posted May 4, 2002 u can set a delay key on the trigger brush that will cause a period of time to elapse after u cross it before it sends the trigger message to the entity its targetted at just type "delay" in the key box and how many seconds u want in the value box -patch Link to comment Share on other sites More sharing options...
mikemj33 Posted May 4, 2002 Author Share Posted May 4, 2002 I'll have to go try that now. Thanks for the help. Link to comment Share on other sites More sharing options...
mikemj33 Posted May 4, 2002 Author Share Posted May 4, 2002 Well, setting a delay for a trigger multiple doesnt seem to work, so now I'm back with nothing. Anyone have anymore ideas? Link to comment Share on other sites More sharing options...
mikemj33 Posted May 5, 2002 Author Share Posted May 5, 2002 bump Link to comment Share on other sites More sharing options...
Manquesa Posted May 5, 2002 Share Posted May 5, 2002 try a func_button. make a small brush on top of the pillar that the player would have to step on. Make that brush a func_button. Set up the button so that it goes down into the pillar once pressed (click "dn" in the entity info box). set the wait value for the button a little bit longer than the wait value for the pillar to come back down so that when it does it won't be pressed again. And of course, don't use a trigger, the button should activate the pillar instead (just wanted to clarify). That should do what you're trying to do. To be more accurate, maybe the trigger's at the top of the pillar can not only send the pillar back down, but raise another small brush just over the top of the func_button brush so that you don't hit the button again on the way down. That way if you wait longer than the wait time set for the button to come back down, it won't matter. You may get a mixed face content error when compiling due to all the overlapping brushes but is should be okay. Link to comment Share on other sites More sharing options...
mikemj33 Posted May 5, 2002 Author Share Posted May 5, 2002 Sounds a little confusing, but I think I get what yor saying. I'll have to give it a try. Link to comment Share on other sites More sharing options...
mikemj33 Posted May 5, 2002 Author Share Posted May 5, 2002 Yay, it finally works, just a bit of fine tuning to do. Thanks for the help, I can finally finish the level now. Link to comment Share on other sites More sharing options...
Manquesa Posted May 5, 2002 Share Posted May 5, 2002 really! cool, to be honest I wasn't quite 100% sure on that, I didn't know for sure if you could step on a button to use it. But i'm glad it worked for ya. Link to comment Share on other sites More sharing options...
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