Rising walls and other questions

Rising walls and other questions

Hammer Mapping — Page [1]
StaticVision
2006 Jul 18 • 31
18 ₧
I need to know how to make walls, Of course with the "use" of a switch make a wall rise.. Or move.. At least

And make gravity change in an area when applied to a switch too

1 more thing

How can i make it so the next round people spawn with nothing, I mean when they first enter the game they are stripped (i made it like that) But it wont take away their weapons the very next round
Hehe No.
 
 
 
≡ 2006 Jul 19 at 13:39 UTC
SuperJer
Websiteman

2005 Mar 21 • 6807
Walls:
Your 'wall' should be a func_door. Have its angles set to UP and it will move up. Give your func_door a name and make a func_button that targets it.

Gravity:
Gravity is hell. But if you want you can try to use a trigger_gravity or two. When you step into a trigger_gravity, your personal gravity is set from then on, even if you exit the trigger_gravity. You should be able to control a trigger_gravity with a multisource (i.e. turn it on and off). If you use a trigger_gravity to set someone's gravity to moon gravity, you'll need another one to reset their gravity back to normal.

Weaponstrip:
My solution to this was to name the weaponstrip and target it with a multi_manager. The multimanager was multithreaded and named game_playerspawn.

Anything named game_playerspawn will get triggered by players when they spawn. Multithreaded multimanagers only act on the player who triggered them, not the whole server.
 
 
 
≡ 2006 Jul 19 at 16:52 UTC
StaticVision
2006 Jul 18 • 31
18 ₧
I dont see a target parameter on any of these entities you are talking about .
Hehe No.
 
 
 
≡ 2006 Jul 19 at 18:04 UTC
SuperJer
Websiteman

2005 Mar 21 • 6807


?
 
 
 
≡ 2006 Jul 20 at 17:29 UTC
StaticVision
2006 Jul 18 • 31
18 ₧
For Multi_manager, I see the flag multithread but no target parameter
Hehe No.
 
 
 
≡ 2006 Jul 23 at 20:33 UTC
SuperJer
Websiteman

2005 Mar 21 • 6807
multi_managers are different from all other entities.

They are sort of a hack. An awesome hack :P

To use it, unclick SmartEdit and add your own key/value pairs.

Think of each Key/Value pair as a TargetName/Delay pair:

TargetName is the the name of whatever you want to trigger.
Delay is how many seconds after the multimanager is triggered that the TargetName should be triggered.
Do not use 0 for the delay. Use at least 0.001 or strange problems can occur with many entities.
You can have up to 16 events triggered from 1 multi_manager at all different times.
 
 
 
≡ 2006 Jul 23 at 22:56 UTC
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