Two entity problems

Two entity problems

Hammer Mapping — Page [1]
CarsonDaly

2009 Aug 17 • 20
1. The first floor of my level has water in it and i am trying to create a wheel on a different floor that raises the water level on floor 1. I am also trying to make the wheel spin when it is used- i searched the superjer forums but i didn't see a similar question- sorry if this is a repost.

2. This one is a tad trickier- I currently have a game_player_equip set up to give the players on both teams both a knife and a m3. The problem is that i am trying to have a storage cabinet in the level that will equip the player with armor, auto shotgun, and an HE grenade. I can get this to work if i use trigger_once, but if i enable trigger multiple (like i want to- i want the storage cabinet to refresh) the second game_player_equip Adds to the first one and the players spawn with m3, autom3, armor, grenade, and knife. either that or it completely replaces the original game_player_equip- both have happened.

What am i doing wrong? how can i get less stupids?
help plox!
 
 
 
2009 Aug 20 at 14:48 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
CarsonDaly said:
1. The first floor of my level has water in it and i am trying to create a wheel on a different floor that raises the water level on floor 1. I am also trying to make the wheel spin when it is used- i searched the superjer forums but i didn't see a similar question- sorry if this is a repost.

I think func_rot_button should do the trick for this. As for the rising water, I'm not completely sure but try this: tie it to func_water, set the compass to Up. Set the speed etc. to whatever you wish. Give it the name 'water' and make the func_rot_button target 'water'.

CarsonDaly said:
2. This one is a tad trickier- I currently have a game_player_equip set up to give the players on both teams both a knife and a m3. The problem is that i am trying to have a storage cabinet in the level that will equip the player with armor, auto shotgun, and an HE grenade. I can get this to work if i use trigger_once, but if i enable trigger multiple (like i want to- i want the storage cabinet to refresh) the second game_player_equip Adds to the first one and the players spawn with m3, autom3, armor, grenade, and knife. either that or it completely replaces the original game_player_equip- both have happened.

What am i doing wrong? how can i get less stupids?
help plox!

Can't you just place the items on the ground in the storage cabinet using the armoury_entity?
Also if you're mapping for cs, never use trigger_once unless you want whatever it triggers only to be triggered in the first round.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Aug 20 at 17:33 UTC
CarsonDaly

2009 Aug 17 • 20
@ question 1: i was indeed able to get the water level to rise, however, i am unable to stop the water level at the point where i want to. currently, it seems to rise to the func_rot_button and won't stop before. I want it to stop much earlier, and i tried making a target entity and labeling it "stop" then making the func_water's target "stop" as well. Is there a way to get around this i am overlooking?
Thanks for the help btw vita
 
 
 
2009 Aug 24 at 08:43 UTC — Ed. 2009 Aug 24 at 08:43 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Well, if it's the same as with func_door then the water will rise as much as the water brush is high. So if the water surface is originally 24 units above ground, it will be 48 units above ground afterwards.

If you want to make it rise less, put a number in the Lip field of the func_water's properties. The Lip value will be subtracted from the original height. So if you put 10 into the lip field in the aforementioned (word lol?, I hope it means what I think it means ^^) example, the water level would be at 38 units above ground. If you put -5 into the lip field, it would be 53 units above the ground, 48-(-5)=48+5=53.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Aug 24 at 12:07 UTC
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