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Post by MaRiNe [Q2C] on Oct 25, 2015 13:41:10 GMT -5
Okay, I've been reading the following tutorial in regards to "logic gates": www.quake2.com/qworkshop/tutorials/logic.htmBasically, I want to find out how to make something happen when a player walks through a certain room, but have it happen only after certain conditions have been met. In my case: I want to have a trig_once that opens a door when the player walks through it but ONLY after the player has acquired a key in another room. However, I can't make heads or tails out of that tutorial because the example it gives is way too complicated and I just don't get what I'm supposed to do to make it happen. Can someone help me understand what I have to do? Thank you in advance!
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Post by knightmare on Oct 25, 2015 21:40:34 GMT -5
That's a pretty poorly written tutorial.
The gist of logic gates is that instead of directly linking two entities by targetname (or using a trigger_relay), you instead target the activator entity to a target_blaster in a small walled-off room. This target_blaster points at a shootable func_button that targets the entity you want conditionally activated.
In between the blaster and button are one or more func_doors with the toggle spawnflag set. These door(s) are controlled by entities that are part of the conditions for the gate to fire. If one condition is met, the door for it opens, clearing the firing path of the target_blaster.
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Post by MaRiNe [Q2C] on Oct 26, 2015 5:17:33 GMT -5
Oh, I get it now! It's that simple, huh? I can see now that that's what the tutorial was trying to say, but the way it was written was really convoluted and unclear to me. This is a much more understandable, short and sweet explanation for how to do it. Thank you so much!
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