Merritt Posted July 29, 2002 Share Posted July 29, 2002 If i want to use the move commands to move a brush, how do i specify which brush to move because you cant give them targetnames Link to comment Share on other sites More sharing options...
Emon Posted July 29, 2002 Share Posted July 29, 2002 Read the damn ICARUS manual, it should have it. You should be able to assign target names to brushes if they are in an entity such as func_static. Link to comment Share on other sites More sharing options...
Merritt Posted July 29, 2002 Author Share Posted July 29, 2002 i did read "the damn icarus manual" and didnt find anything about it, but thanks anyway Link to comment Share on other sites More sharing options...
Merritt Posted July 29, 2002 Author Share Posted July 29, 2002 i have another question - how do i target a door? i want the door to become active when an enemy dies, so i set their deathscript to affect the door's "targetname" and "set_inactive" to false - but this doesnt seem to work - please help Link to comment Share on other sites More sharing options...
lassev Posted July 30, 2002 Share Posted July 30, 2002 I suggest having a look at the first mission of the SP game. It follows with the game packet in .map format (at least I think so, if not, it can be found somewhere). Don't know if it has anything about a door mysteriously activating when someone dies, but the problem about moving brushes is easy. Best examples are the numerous elevators. As Emon mentioned, use func_static. And strongly recommended is also the use of ref_tags with them. That gives an easy way to control the destination of the movement. "The damn icarus manual" makes a lot of sense after looking at the examples, that is, all the ready-made scripts. And don't forget you have also the Cairn level of the SP at your disposal. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.