Triggering Events
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Re: Triggering Events
Posted by benanderton on Fri Sep 5th at 9:00am 2003


ok so i am making a real life - looking office now, the thing is that i cannot work out how to make the lights turn on and off with a switch, can someone show me a tut or maybe tell me.

 

I believe that it will be somesort of func entity but i dont really know.

 

Also is there any better way to make sky other than making a huge block around your building? I thought maybe putting a block infront of your window and making a invisible wall infrom of that so there is no holes in the Hull?

 

I'm really getting into the mapping lark now, its kinda addictive

 

[addsig]




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Re: Triggering Events
Posted by KoRnFlakes on Fri Sep 5th at 9:06am 2003


entity: light - name = bingbong & flag = toggle

func_button - target = bingbong

[addsig]




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Re: Triggering Events
Posted by Gollum on Fri Sep 5th at 9:08am 2003


There are lots of ways to trigger events in a map.  One method is to use the trigger_xxx entities.

Most of these are point entities, but some are brush-based.  You can also use a multi_manager entity to trigger up to 16 groups of entities at once.

For example, if you wanted to trigger an event at the start of the level, use a trigger_auto with its target set to the entity name you want to fire.  If you want to trigger something when a player walks into a particular area, then cover that area with a brush and turn the brush into a trigger_once or trigger_multiple.

Another way to trigger events is to use a func_xxx entity.  The most commonly used is a func_button, which fires its targets when a player uses it (or, optionally, when he shoots it).

You can place a sky brush directly over a window opening instead of creating a big sky box.  The sky effect is rendered the same regardless of perspective.






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