|
Post by fraggerbuilder on Sept 17, 2017 10:40:57 GMT -5
Hi, Say I've 4 buttons which triggers a func_door_rotating mounted as a rotating gateway. The issue is that this func_doors have an opening angle set once and for all. I would like each button to send this angle as a parameter to the func_rot so that the door/gateway turns until the right stop. Is it possible ? Thank you
|
|
|
Post by knightmare on Sept 17, 2017 19:15:02 GMT -5
Not with func_door_rotating. Func_door entities always have 2 positions.
You may want to try using a func_rotating that is briefly enabled for x seconds when you push a button. Use 2 trigger_relays, one without a delay that triggers the func_rotating, and the second with a set delay, enough for the func_rotating to turn 90°.
You could also look at using a trigger_elevator with a rotating func_train in the Lazarus mod.
|
|
|
Post by fraggerbuilder on Sept 18, 2017 4:31:29 GMT -5
Thanks for the answer. I didn't fully understand your idea though. I push/shoot one button to start a relay that triggers func_rot and I push another button right after to trigger another relay which kill the func_rot at the end of its delay ? That's great and it gave me some food for thinking but in my gameplay I would do it in a single shot. Is it possible for a button to trigger more than one entity, separatiing each targetname by a comma, semi-colon, whatever sign ?
|
|
|
Post by knightmare on Sept 18, 2017 12:15:09 GMT -5
Entities can only target one targetname, so the sharing of targetnames is common in Q2 mapping.
You can give both relays the same targetname so one button can target both.
|
|
|
Post by fraggerbuilder on Sept 19, 2017 5:08:16 GMT -5
I have 2 relays targetnamed rel1, both target the func_rot "gateway'. One without delay, the other with a delay. My button is a brush tied to a func_button. It is shootable with rel1 as a target. When I shoot at it it only triggers the rel1 "without delay" so the func_rot turns endlessly. I must shoot the button a second time to stop it. Do I use a button that doesn't acknowledge targetname sharing ?
|
|
|
Post by knightmare on Sept 19, 2017 11:22:56 GMT -5
Did you make sure that both relays target the func_rotating? How much is the delay you set?
You could also try having the first relay with no delay target the second one with a delay.
Further, you can give the relays each a message key for debugging purposes.
|
|
|
Post by fraggerbuilder on Sept 19, 2017 12:15:27 GMT -5
I have set a message for each relay and it appears that only the first relay displays its message each time I shoot my button. I tried a delay of 50 for the second relay but it won't even trigger. I keep trying but that seems impossible for Quake 2. Which sounds impossible too.
|
|
|
Post by knightmare on Sept 19, 2017 14:22:53 GMT -5
A delay of 50 means 50 seconds. Did you wait that long?
|
|
|
Post by fraggerbuilder on Sept 20, 2017 3:59:23 GMT -5
I thought it was measured in ms :-): With a delay of 0.9 (which mean 90° as I saw in the game) all is running perfectly ... for this very puzzle I mean. There remain but 10000 pièces. Actually the delay of the second relay should be a variable not a constant as it's not always the same angle.90, 180, 270 or 360 or even their negative values depending on the starting point. I don't think there's an entity able to dynamically alter such attribute. Is there ? And so I think it would be easier if the the func_rot were a turret_breach (used as a bridge) pointing to its info_null but it crashes the game. Can I have more clues please
|
|
|
Post by knightmare on Sept 20, 2017 12:06:54 GMT -5
There is no way to do exactly what you want in vanilla Q2.
KMQ2 has the func_train_origin entity, which combined with trigger_elevator might be able to pull it off. However, I'm not sure if a train will be able to just rotate while not moving its origin at all.
|
|