View Full Version : few simples questions 1 topic
nikita
1st September 2005, 12:28
my 1st question is a quote that aint working right
func_door_rotation + func invisble user
1.from gtk = ""targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.""
when i link the door with func_invisble_user with croshint HINT_ACTIVATE i can open the door both with switch and touching it... i want it 2 be opened only with switch like its sais why its not working?
2.what execly is model2?
3.how do i creat something that can be trigger when u walk on it like a trap spose a shooter or target> something?
4.how do i detirment a change of speed spose i want a door or a wall 2 move slow.. slow again, and then very fast, and slow again? is it possable + how do i make it active in diffrent timing like 1 time after 10 seconds and 2nd time after 15 seconds?
is it by wait + random or there is another way..?
questions 1 2 4 really importent to me reply with be most welcome ty all
*edit* how do i make a brush spin around?
Loffy
1st September 2005, 12:37
3a) You can create a trigger_mulitple. Give it the key "wait" and the value "30", for example. (It will wait 30 seconds between each trigger).
(You can also make the trigger_multiple "axis only" or "allied only".)
Then you can have an entity, like a func_explosive. Let the trigger_multiple target the func_explosive.
Whenever a player steps into the invisible trigger_multiple, there will be an explosion!
3b) You can expand on this by letting the trigger_multiple trigger a target_script_trigger.
This target_script_trigger must have its own script-section in you map's script. (See below.)
The target_script_trigger must have a key "target" and a value, for example "action_now".
What happens is this: The player steps into the trigger_multiple, the trigger_multiple will target the target_script_trigger,
and the target_script_trigger will call its target ("action_now").
You can put whatever you want into the section "action_now" in your script.
This example script below is for the target_script_trigger.
Let us assume that you have given it the scriptname "tst_alpha", and that you have given it a key "target" and a value "action_now".
tst_alpha // This is the target_script_trigger
{
spawn
{
}
trigger action_now // This part will be triggered by the target_script_trigger
{
you can put any action you want here, like open a trap, start a speaker et cetera.
}
}
//Loffy
EB
1st September 2005, 21:57
1. "key" -1 for locked, 0 for open, default 0, -1 if door is targeted ..........if targeted, key is in most cases by default -1 (locked) You may need to script the door. (see bottom of post for faceangles)
*EXAMPLE lock and unlock door IN ERIK-FTN.'s map* -> HERE (http://user.tninet.se/~fzo823r/rtcw_ent_in_et_beta2.pk3)
2. "model2" optional md3 to draw over the solid clip brush Example: You will see that the tank tracks are not visible in the goldrush.map file, that is because they are added by the use of 'model2' within the script_mover entity of the tank.
--this Surface link may help you a tad-bit. HERE (http://www.wolfensteinx.com/surface/tutorials/et_simple_script_mover_p2.html)
3. Loffy answered. ;)
4. using 'paths' would be a good way to do this stuff, but you'll have to test your ideas.
Start with this one @(nib'sworld)HERE (http://www.nibsworld.com/rtcw/tutorial_basic_script_mover.shtml) then do the advanced script_mover tutorial at the same site.
(*Otherwise, you will need to explain your ideas more, because the idea is kinda garbled.)
5. As for the spinning brush, do you want it to spin once or half a spin or constantly ?
--------You need to relay your ideas better, ok ?
either use 'func_rotating' in map OR script an entity to 'faceangles'
faceangles 0 90 0 50
faceangles <pitch> <yaw> <roll> <duration|gototime> [accel|deccel]
The entity will face the given angles, taking 'duration' milliseconds to turn. If the GOTOTIME is given instead of a timed duration, the duration calculated from the last gotomarker command will be used instead. Use accel or deccel to make the turning non-linear.The entity will change angles acording to it's 'priorto change' state and the 'changed state'. So in this case.....if the entity was facing 0 0 0, then it will move to 0 90 0 within 50 milliseconds (from the red example above). -You could also use this for 4 or with #4, get creative after you learn about them.
vBulletin® v3.7.3, Copyright ©2000-2009, Jelsoft Enterprises Ltd.