How to have a custom turret skin in your map
Quote from tails4 on December 10, 2012, 8:51 amGood thinking, thanks mate!
It's for a project I'm making which is sort of like a maze, but you're meant to navigate it just by following the audio.
For example, if I play a dark, depressing soundscape, then hopefully the player will choose the BLUE door over the RED door.
If they choose the red door, they are teleported back to the start (my way of teaching them to make the right choice). If they choose the blue door, they continue on, to hopefully find the prize!That's just the start of the project and I'm building on it from there!
Also, can anyone tell me how to make the doors start in their closed state?
They are defaulting to their open state whenever I load the map.
Good thinking, thanks mate!
It's for a project I'm making which is sort of like a maze, but you're meant to navigate it just by following the audio.
For example, if I play a dark, depressing soundscape, then hopefully the player will choose the BLUE door over the RED door.
If they choose the red door, they are teleported back to the start (my way of teaching them to make the right choice). If they choose the blue door, they continue on, to hopefully find the prize!
That's just the start of the project and I'm building on it from there!
Also, can anyone tell me how to make the doors start in their closed state?
They are defaulting to their open state whenever I load the map.
Quote from CamBen on December 10, 2012, 10:24 amSet the default animation of the door model to the closed idle instead of the open idle.
Not on my pc right now, can't check what the name of the animation is.
Set the default animation of the door model to the closed idle instead of the open idle.
Not on my pc right now, can't check what the name of the animation is.
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Quote from tails4 on December 10, 2012, 10:57 amI'm not 100% sure, but I thought that the default animation made an object snap back to that immediately after it finished it's animation.
For example, the door would open, then snap straight back to idleclose.I'm not at my pc either at the moment, but I seem to remember it doing that for me when I was playing with it earlier :/
I'm not 100% sure, but I thought that the default animation made an object snap back to that immediately after it finished it's animation.
For example, the door would open, then snap straight back to idleclose.
I'm not at my pc either at the moment, but I seem to remember it doing that for me when I was playing with it earlier :/

Quote from josepezdj on December 10, 2012, 11:36 amCamBen wrote:Set the default animation of the door model to the closed idle instead of the open idleExactly. I think it's idleclosed. Just put that in "Default Animation" property of your prop_dynamic.
Also you can fire an output to whatever entity via a logic_auto like this:
- OnMapSpawn > [entity_name_here] > [do_whatever]
This will make it do whatever right after the map is loaded
Exactly. I think it's idleclosed. Just put that in "Default Animation" property of your prop_dynamic.
Also you can fire an output to whatever entity via a logic_auto like this:
- OnMapSpawn > [entity_name_here] > [do_whatever]
This will make it do whatever right after the map is loaded
Quote from greykarel on December 10, 2012, 2:16 pmtails4 wrote:I'm not 100% sure, but I thought that the default animation made an object snap back to that immediately after it finished it's animation.
For example, the door would open, then snap straight back to idleclose.There's an option Hold Animation in prop_dynamic's properties. Set it to YES and animation shall stop on the last frame. As for the door : if you set open animation it shall stop in idleopen position, if close animation then in idleclose.
For example, the door would open, then snap straight back to idleclose.
There's an option Hold Animation in prop_dynamic's properties. Set it to YES and animation shall stop on the last frame. As for the door : if you set open animation it shall stop in idleopen position, if close animation then in idleclose.
Quote from tails4 on December 10, 2012, 6:47 pmjosepezdj wrote:Exactly. I think it's idleclosed. Just put that in "Default Animation" property of your prop_dynamic.greykarel wrote:There's an option Hold Animation in prop_dynamic's properties. Set it to YES and animation shall stop on the last frame. As for the door : if you set open animation it shall stop in idleopen position, if close animation then in idleclose.Definitely tried that, and it worked out like i thought. As soon as the opening animation finished, it immediately snapped back to the default closed animation.
josepezdj wrote:Also you can fire an output to whatever entity via a logic_auto like this:
- OnMapSpawn > [entity_name_here] > [do_whatever]That was the exact thing I was looking for, i knew you could do it, just couldn't remember how!
Thanks so much for that!!!!!!You guys are the absolute best!!!
Definitely tried that, and it worked out like i thought. As soon as the opening animation finished, it immediately snapped back to the default closed animation.
- OnMapSpawn > [entity_name_here] > [do_whatever]
That was the exact thing I was looking for, i knew you could do it, just couldn't remember how!
Thanks so much for that!!!!!!
You guys are the absolute best!!!