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Making Pushable/Pullable Crates etc...


turok gmt

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Posted

k, first off this is a MULTIPLAYER related question.

 

I wanna have a block that I can push/pull around.

 

After some experimentation, and some forum trawling (WHY IS THE SEARCH FUNCTION DISABLED IN HERE...WHY!!??), I have the following:

 

1. Created a brush and given it a suitable crate texturing once over.

 

2. Made it an entity with the following attibutes:

 

classname func_door - it acts like a door, ie can only move along one axis

 

spawnflags 2 - it can be operated using force push/pull (this is done by ticking the little box marked with an x next to start_open and crusher)

 

targetname dummy - it won't move just by walking into it

 

speed 10 - it moves quite slowly (100 is the default)

 

 

NOW THE PROBLEM:

 

I want the block to move to it's pushed position AND STAY THERE untill pushed or pulled back.

 

At the moment when I push it (or pull it from other side), it moves to new position, and then moves back of it's own accord.

 

How do I get it to stay where it is once pushed untill it is pushed again?

 

I've tried experimenting with the wait variable (there are discrepencies with the documentation, the entity window says that a value of -1 will prevent it from returning, whilst the online manual says that a value of -1 will make it return instantly)

 

Also, shouldn't there be a TOGGLE spawnflag box next to crusher, x and start_open?

 

Toggle would solve my problem, but it ain't there no more!!

 

It has to be a func_door entity, as this is the only one that is usable with the force.

 

Has anyone a clue what I'm talking about?

Does anyone care?

If so, please respond!!

 

-Turok

:jawa

Posted

As I said before, the wait key has a problem associated with it:

 

In the entities window inside the editor, it says that a value of -1 prevents the door from returning to it's start position.

 

HOWEVER

 

in the online documentation (push f1 inside the editor) it says that a vlaue of -1 makes the door return straight away.

 

After testing, it would appear that the latter case is correct.

 

Has anyone actually managed to perfrom this trick yet?:confused:

Posted

in its entity menu select toggle and it will wait in both the open and closed states for a trigger event (someone force pushing it)

 

-patch

Posted
Originally posted by patchx

in its entity menu select toggle and it will wait in both the open and closed states for a trigger event (someone force pushing it)

 

-patch

 

He said that the toggle tick box isn't there

Posted

oh sorry

 

didnt read it properly

 

thats wierd that it isnt there

 

is ur entity window maximized so u can see all the things?

 

-patch

Posted

Yup, it just ain't there.

 

I even tried changing the spawnflags value to 15, to represent the door being start_open, force activated, a crusher, and "whatever the next spawnflag value might be", incase TOGGLE was there, but just not included...

 

no joy (did that just make sense)

 

I guess it can't be done, which is a shame, because it means that the ****ing enormous door with about 12 moving arts I'm working on will be a bastard to get all the timing right on!!

 

Gimme a shout if anyone thinks of anything else guys!!

 

-Turok

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