trigger_multiple -> SetAnimation missing (solved)
Quote from Rackxes on March 7, 2012, 7:17 amHello Guys,
I started mapping last weekend for portal 2 and haven't used Hammer Editor since half life (1), so i'm really new to it.
However, i read some tutorials, watched some videos and am on my way to my first, simple testchamber.Now all i need is a simple prop_testchamber_door, named door1, with a trigger brush in front of it. I chose trigger_multiple and added an output OnStartTouchAll | door1 | SetAnimation | open like seen in a video.
But SetAnimation is colored red, the command is missing in the drop-down-menu. In the youtube-tutorials however, they can choose it from the menu and it's cognized, colored black.
So, when i run the map, the trigger isn't working. How does it come, that the trigger can't set the animationen?What's bothering me too, is the fact, that the door is closed independently of which Model-> Sequenze i choose. I read and saw, there is a bug, that doors would be always set from idleclose to idleopen. Was it switched to another bug or why are all my doors closed?
Couldn't find anything related to the topic so far. I'm glad for any help.
Hello Guys,
I started mapping last weekend for portal 2 and haven't used Hammer Editor since half life (1), so i'm really new to it.
However, i read some tutorials, watched some videos and am on my way to my first, simple testchamber.
Now all i need is a simple prop_testchamber_door, named door1, with a trigger brush in front of it. I chose trigger_multiple and added an output OnStartTouchAll | door1 | SetAnimation | open like seen in a video.
But SetAnimation is colored red, the command is missing in the drop-down-menu. In the youtube-tutorials however, they can choose it from the menu and it's cognized, colored black.
So, when i run the map, the trigger isn't working. How does it come, that the trigger can't set the animationen?
What's bothering me too, is the fact, that the door is closed independently of which Model-> Sequenze i choose. I read and saw, there is a bug, that doors would be always set from idleclose to idleopen. Was it switched to another bug or why are all my doors closed?
Couldn't find anything related to the topic so far. I'm glad for any help.
Quote from chimera201 on March 7, 2012, 8:24 amprop_testchamber_door entity does not have a Setanimation methodhttps://developer.valvesoftware.com/wiki/Prop_testchamber_door
Why not use sdk_contentmapsinstancesdoordoor_entitiesdoor_ents.vmf
It is an instance. There are also other door instances in the door folder.
Just place the instance and call instance:door_open_relay;Trigger
prop_testchamber_door entity does not have a Setanimation methodhttps://developer.valvesoftware.com/wiki/Prop_testchamber_door
Why not use sdk_contentmapsinstancesdoordoor_entitiesdoor_ents.vmf
It is an instance. There are also other door instances in the door folder.
Just place the instance and call instance:door_open_relay;Trigger
Maps made : [SP] PORTAL 2 : After Math
Steam ID : chimera201
Quote from greykarel on March 7, 2012, 8:52 amchimera201 wrote:prop_testchamber_door entity does not have a Setanimation methodhttps://developer.valvesoftware.com/wiki/Prop_testchamber_doorWhy not use sdk_contentmapsinstancesdoordoor_entitiesdoor_ents.vmf
It is an instance. There are also other door instances in the door folder.
Just place the instance and call instance:door_open_relay;TriggerYes, right. If you don't use instances just use for trigger output OnStartTouch | door1 | open.
Why not use sdk_contentmapsinstancesdoordoor_entitiesdoor_ents.vmf
It is an instance. There are also other door instances in the door folder.
Just place the instance and call instance:door_open_relay;Trigger
Yes, right. If you don't use instances just use for trigger output OnStartTouch | door1 | open.
Quote from josepezdj on March 7, 2012, 10:22 am@Rackxes:
"SetAnimation" inputs are available only (unless you make a custom model) for props (dynamic, static, etc.) and you will only be able to set an animation for it if there's an animation available for it...
The prop_testchamber_door is an point entity. It can be open or close (and locked or unlocked). Just do this:
Make a trigger_multiple brush crossing the door hole (with size 252 units: 128 units before the door, 128 units behind the door) and set the outputs this way:
OnStartTouch > [door_name] > open
OnEndTouch > [door_name] > closeThis way everytime the player is within 128 units near the door it will stay open, otherwise it will just close
@Rackxes:
"SetAnimation" inputs are available only (unless you make a custom model) for props (dynamic, static, etc.) and you will only be able to set an animation for it if there's an animation available for it... ![]()
The prop_testchamber_door is an point entity. It can be open or close (and locked or unlocked). Just do this:
Make a trigger_multiple brush crossing the door hole (with size 252 units: 128 units before the door, 128 units behind the door) and set the outputs this way:
OnStartTouch > [door_name] > open
OnEndTouch > [door_name] > close
This way everytime the player is within 128 units near the door it will stay open, otherwise it will just close
Quote from Rackxes on March 7, 2012, 4:02 pmThank you very much. Seems like the tutorials were a little bit outdatet. Now it's working fine. ^^
Thank you very much. Seems like the tutorials were a little bit outdatet. Now it's working fine. ^^










