mooving parts

mooving parts

Hammer Mapping — Page [1]
Pe$T_C0nTr0L
2008 Jan 31 • 69
i made a map that has a lot of tunnels
the tunnels are like a cross in shape
and i want to make 2 walls for each passage from 1 tunnel, that will block off 1 way from the passage
i want them to moove to block the tunnel , changing the ways players can go .
i need each of them to work by themselfs . i need them to move randomly or at least tied to time and each separate tunnel moves separately .

how do i trigger them ? i don't want them tirggered by players i want them triggered by time

im sorry that i didn't explain clearly

Im taking grammar lessons , so i can explain my problems better :D
 
 
 
2008 Apr 9 at 13:16 PDT
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
Hmmm. If you use doors then you can set trigger multiples to open/close them on set time periods. However I don't think you can set it to a random period without resorting to some kind of a script.
 
 
 
2008 Apr 9 at 13:42 PDT
begginer

2007 Oct 24 • 990
13 ₧
maybe you can use func_trains each with its separate trigger ?
i don't know mtch bout time triggering
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
 
2008 Apr 9 at 23:46 PDT
Pe$T_C0nTr0L
2008 Jan 31 • 69
i really want them to move separatly , but if i can';t make it random then how do i trigger them to moove by time ? and how should i make them moove ? :(
Im taking grammar lessons , so i can explain my problems better :D
 
 
 
2008 Apr 10 at 10:51 PDT
IIopn

2008 Feb 26 • 227
36 ₧
you lost me there
I Love Army Men Sarge's War
 
 
 
2008 Apr 11 at 03:22 PDT
begginer

2007 Oct 24 • 990
13 ₧
ignore him ... his paranoid ....
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
 
2008 Apr 11 at 05:48 PDT
Pe$T_C0nTr0L
2008 Jan 31 • 69
ok im a noob ! i don't know how to use func_train or func_pendulum!
pls someone explain how can i make a func_train moove were i want it
i just want to make it go up and down ..
and i need to trigger it to moove but i want it to move more than once , can it be triggered by round start or something ? :((



Im taking grammar lessons , so i can explain my problems better :D
 
 
 
2008 Apr 11 at 13:00 PDT
begginer

2007 Oct 24 • 990
13 ₧
well func_train

well
1 ) make a func_train

2 ) put 2 stop points ( i think there called path_track or path_stop or something like that ) name the first one " stop1 " and the second one " stop2 "

then go back to your func_train and there should be a " stop target" ( or something like that )
in there write the first stops name Eg: stop1

and i think in the stop points properties there should be a space where you can set the other stop point ... maybe "next stop point/target " anyway just put the name of the second stop in that space ...

then put some kind of trigger

like a trigger_multiple ( this is the only one i know without a look in hammer )
set its target to be the func_trains name

ps im not sure of any name in my explanation ...


EDIT : the stop point are point entities , the trigger_multiple is brush based ...
the 2 stop points should be at the edge of the area you want the func_train to move at ..
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
 
2008 Apr 11 at 13:20 PDT — Ed. 2008 Apr 11 at 13:23 PDT
Pe$T_C0nTr0L
2008 Jan 31 • 69
it works :D

i had a little problem making it go back up but it works now :) thnx

i tink i can make the map so that the func_trains are triggered by players not by time
Im taking grammar lessons , so i can explain my problems better :D
 
 
 
2008 Apr 12 at 13:19 PDT
begginer

2007 Oct 24 • 990
13 ₧
good for you ... you can just use tigger_multiples around the spawnpoints or something
Wtf is that ? its a bird ! no its a plane ! amm maybe its a plastic bag . NO ! its SUPERJER ! the greatest super hero ever!
 
 
 
2008 Apr 13 at 01:43 PDT
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