Obsidian-Jovani Posted May 17, 2003 Author Share Posted May 17, 2003 Originally posted by wedge2211 Leslie's question still holds. When standing in the big trigger, the lights will switch on and off every time the trigger cycles. If that trigger is a trigger_multiple then it probably would. There could be another way. It'll just take some creative thinking. Link to comment Share on other sites More sharing options...
wedge2211 Posted May 17, 2003 Share Posted May 17, 2003 Here's an idea: 1) Make a trigger_multiple that covers all the entrances to the room, INSIDE the room. This means either make one brush that fills the entire volume of the room or make multiple brushes in front of all the doors, then make them into one trigger. 2) Create a target_activate entity. Target the trigger at this, then target the targer_activate at all the lights. (Alternatively, you could use a target_scriptrunner with an activation script). 3) Create trigger brushes the cover all the entrances to the room, but OUTSIDE the room this time. Make them into one trigger_multiple. 4) Create a target_deactivate. Target the new trigger at this, then give this the same target as that target_activate (the targetname of the lights). (Or, use a scriptrunner with a deactivation script.) All done...when you walk into the room (first trigger) the lights will go ON only, not toggle...when you leave (second trigger), the light will go OFF. Link to comment Share on other sites More sharing options...
Captian Posted May 17, 2003 Share Posted May 17, 2003 (with a script) make it so that a door triggers the light when it opens. itll only work if doors are the ONLY way to get in. or, get a switch and make the player turn it on? Link to comment Share on other sites More sharing options...
Obsidian-Jovani Posted May 17, 2003 Author Share Posted May 17, 2003 Good ideas. See what happens with creative thinking. Just about any problem there is can be solved (for SP anyways). Link to comment Share on other sites More sharing options...
Emon Posted May 20, 2003 Share Posted May 20, 2003 I rigged a fairly complex system of scripts and triggers for a system that would simulate the movement of plants as the player brushed by them. When you touched it, it would make one model invisible and switch to another with a tessellating shader. It would move for a second or two then stop, and only start again when you brushed past it again. Only trouble was, is that if the plant was large like a fern, moving around inside it looked strange because it didn't move. Link to comment Share on other sites More sharing options...
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