turok gmt Posted May 28, 2002 Share Posted May 28, 2002 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 Link to comment Share on other sites More sharing options...
Manquesa Posted May 28, 2002 Share Posted May 28, 2002 Have you tried applying the wait value of -1 yet, I think that's what you need. Link to comment Share on other sites More sharing options...
turok gmt Posted May 29, 2002 Author Share Posted May 29, 2002 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? Link to comment Share on other sites More sharing options...
patchx Posted May 29, 2002 Share Posted May 29, 2002 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 Link to comment Share on other sites More sharing options...
Manquesa Posted May 29, 2002 Share Posted May 29, 2002 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 Link to comment Share on other sites More sharing options...
patchx Posted May 29, 2002 Share Posted May 29, 2002 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 Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 29, 2002 Share Posted May 29, 2002 That option's just not there in the MP defs, patch. Link to comment Share on other sites More sharing options...
turok gmt Posted May 29, 2002 Author Share Posted May 29, 2002 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 Link to comment Share on other sites More sharing options...
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