lever switch(need help)
Quote from DAWH95 on June 15, 2011, 10:57 amhello, im working on a underground map where i have to activate lights,gelpumps and more with lever switches, also called circuit breaker's
how do i make them?
edit: use door_rotating and the circuit breaker box
the prop_door wont rotete the way i want it to rotate...
hello, im working on a underground map where i have to activate lights,gelpumps and more with lever switches, also called circuit breaker's
how do i make them?
edit: use door_rotating and the circuit breaker box
the prop_door wont rotete the way i want it to rotate...
Quote from r1corix on June 15, 2011, 12:18 pm
http://developer.valvesoftware.com/wiki ... vel_Design
Quote from Idolon on June 15, 2011, 12:23 pmI think he's talking about the circuit breaker kind, like the levers you see in cooperative (pull both at the same time). In that case, I have no idea. I just tried to implement one the other day to no avail. I recommend just decompiling a Valve map and checking how they did it.
I think he's talking about the circuit breaker kind, like the levers you see in cooperative (pull both at the same time). In that case, I have no idea. I just tried to implement one the other day to no avail. I recommend just decompiling a Valve map and checking how they did it.
Quote from DAWH95 on June 15, 2011, 12:28 pmIdolon wrote:I think he's talking about the circuit breaker kindyes! i didnt remember what i was called.
yes i need a circuit breaker trigger for my singleplayer map,but i dont know how to make them
yes! i didnt remember what i was called.
yes i need a circuit breaker trigger for my singleplayer map,but i dont know how to make them
Quote from Pete on June 16, 2011, 7:26 amThe way Id do is is to have a small invisible func_door_rotating at the base of the lever with the lever parented to it, and a invisible func_button covering the entirety of the breaker that triggers it, and whatever the breaker does.
The way Id do is is to have a small invisible func_door_rotating at the base of the lever with the lever parented to it, and a invisible func_button covering the entirety of the breaker that triggers it, and whatever the breaker does.
Quote from NocturnalGhost on June 16, 2011, 10:46 amThe way Valve does it is to use a nodraw func_door_rotating at the pivot point, with the "use opens" flag. Then the lever model is parented to it, using prop_dynamic_override (i'm not sure why), and a prop_static for the breaker box itself.
Additional effects used are env_spark, and a couple of env_sprites (red and green) to show the status of the switch.
The way Valve does it is to use a nodraw func_door_rotating at the pivot point, with the "use opens" flag. Then the lever model is parented to it, using prop_dynamic_override (i'm not sure why), and a prop_static for the breaker box itself.
Additional effects used are env_spark, and a couple of env_sprites (red and green) to show the status of the switch.
Quote from DAWH95 on June 17, 2011, 5:37 amcouldsomeone make a prefab?
i have tried func_door_rotating
prop_door_rotating
func_rotating_button
but nothing rotates the way i want it to rotate....
i really hate to make those underground gates too because THEY ROTATE THE WRONG WAY and they are ROTATING AROUND THE WRONG POINT....
couldsomeone make a prefab?
i have tried func_door_rotating
prop_door_rotating
func_rotating_button
but nothing rotates the way i want it to rotate....
i really hate to make those underground gates too because THEY ROTATE THE WRONG WAY and they are ROTATING AROUND THE WRONG POINT....
Quote from Vordwann on June 17, 2011, 6:19 amUnderground Gates: Did you move their origins and check the correct axis in the "flags" tab???
Lever: Did you move the func_rotating or the origin to where you want the axis of rotation, check the correct axis in the "flags" tab, and also, if necessary, click the "reverse direction" flag?
Underground Gates: Did you move their origins and check the correct axis in the "flags" tab???
Lever: Did you move the func_rotating or the origin to where you want the axis of rotation, check the correct axis in the "flags" tab, and also, if necessary, click the "reverse direction" flag?
[spoiler][SP] Alternate[/spoiler]
Quote from DAWH95 on June 17, 2011, 12:46 pmVordwann wrote:Underground Gates: Did you move their origins and check the correct axis in the "flags" tab???Lever: Did you move the func_rotating or the origin to where you want the axis of rotation, check the correct axis in the "flags" tab, and also, if necessary, click the "reverse direction" flag?
i moved the orgin,but it rotates around something else and not the orgin...
Lever: Did you move the func_rotating or the origin to where you want the axis of rotation, check the correct axis in the "flags" tab, and also, if necessary, click the "reverse direction" flag?
i moved the orgin,but it rotates around something else and not the orgin...
Quote from Vordwann on June 17, 2011, 3:15 pmWhat about the axis and direction?
What about the axis and direction?
[spoiler][SP] Alternate[/spoiler]