Re: a fridge door that triggers a light when it OPENS...
Posted by Fiesta Facelift on
Tue Feb 28th 2006 at 2:33am
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Dec 10th 2005
Occupation: chaka chan
Location: USA
That's what I'd like to do: have a fridge door that when opened, triggers a light to turn on inside, and turn off when it is closed. right now i have all this stuff going on with multisources that works on only one factor. the thing about targetting the light in the func_door_rotating is that the light turns on when the door is completely opened (bad) and turns off when it starts to close (bad). i have a feeling the "Fire When Closed" key might be of some help, and that trigger_multiples and multisources could make some appearances....anyone know?
Re: a fridge door that triggers a light when it OPENS...
Posted by Fiesta Facelift on
Wed Mar 1st 2006 at 11:16pm
Posted
2006-03-01 11:16pm
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Location: USA
<span style="color: white;">could you elaborate a bit? I'm not too familiar with trigger_relays.</span><html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: a fridge door that triggers a light when it OPENS...
Posted by Fiesta Facelift on
Thu Mar 2nd 2006 at 11:17pm
Posted
2006-03-02 11:17pm
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Dec 10th 2005
Occupation: chaka chan
Location: USA
i knew this would be a little hard to explain. the thing about trigger relays, or any type of trigger in this thing (i think), is that any delays you want to give to the light would not be necessary when the door opens (and would actually screw things up), as they'd already be synced with a normal trigger. the problem comes when the door closes, you need to delay the light, as a trigger would toggle the light to turn off the second the door begins to close. and therein comes the huge problem: how the hell do you toggle between the need for a delay (or some other techique that will work) for the light at the close of the door so that it goes out when the door is fully closed (i think fire on close does that part), and the need to leave things as they are, and let the two sync naturally when the door is opened. either i'm overcomplicating things, but i mean i just spent a half hour messing with trigger_relays, or there's gotta be a way to tell the computer when to distinguish the need for a delay. do you get what i'm saying? i have an idea maybe, but when i was trying to do it, the actual DOOR (not the light) started delaying opening when it was triggered, for no reason when i was messing with things and i don't want to spend hours when i may be on the wrong track. but here's the idea: have SOMETHING kill a trigger, for a "turn", and then trigger it back up again when it is needed (door close) but what, and how to set it up seems way over my head. am i going in the wrong direction?
Re: a fridge door that triggers a light when it OPENS...
Posted by Gwil on
Fri Mar 3rd 2006 at 1:55am
Gwil
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Why not have an invisible block inside the fridge that turns with the
door, passing through a trigger, so when the door swings open, the
thing is touched. When it swings shut (and reaches the point, just like
real fridges) the light goes off.
Re: a fridge door that triggers a light when it OPENS...
Posted by Addicted to Morphine on
Fri Mar 3rd 2006 at 6:57am
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Registered:
Feb 15th 2005
Why not put an invisible button in the same place as the handle of the
fridge door. When the player "uses" the fridge door to open it,
he'll also press the invisible button which will be set to turn on a
light. The only problem with that is the light will turn off
before the door is completely closed... but I don't think that'll look
too bad.
Re: a fridge door that triggers a light when it OPENS...
Posted by Dark Tree on
Fri Mar 3rd 2006 at 11:13am
Posted
2006-03-03 11:13am
646 posts
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Apr 30th 2004
Occupation: DigiPen student
Location: USA
<span style="color: gray;">Oh Jesus. What you need:
1 multimanager
1 func_rot_button
1 light
1. Make the fridge.
2. Make the door with an origin brush for the hinge.
3. Have the door+origin brush be a func_rot_button.
4. Have the door (func_rot_button) open + trigger the multi_manager.
5. The multi_manager will trigger the light to go on, then trigger the light
to go off at the time specified in the multi_manager.
6. The door should close and light should go off at the same time if set right.
Notes: to sync up the door shutting with the light, just make sure the reset
time on the door is set to the amount of seconds you have set in
between the time the light goes on and off. :smile:
Feel free to email me the hammer map file....I havent had HL1 for a bit so I can't remember its extenstion...
</span>
Re: a fridge door that triggers a light when it OPENS...
Posted by Fiesta Facelift on
Fri Mar 3rd 2006 at 10:10pm
Posted
2006-03-03 10:10pm
5 posts
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Registered:
Dec 10th 2005
Occupation: chaka chan
Location: USA
wil5on, yeah that's what i was thinking, but i'll probably end up doing your second suggestion and having it permanently on, as it'd probably be too much trouble to get the light to work right. the thing about your suggestion, Dark Tree, even though it'd work, is that i want it to be able to stay open until the player closes it again, especially since it'd be easier for someone to get hurt by the door closing when they don't control it.
Re: a fridge door that triggers a light when it OPENS...
Posted by flashman on
Tue Mar 14th 2006 at 3:35pm
65 posts
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Registered:
Apr 16th 2004
Location: Bradford.
Spirit of Halflife allows you to specify which entity will trigger the light. In this case a trigger_multiple placed just in front of the door could be set to toggle the light on and off whenever the fridge door passed through it.
I'm not certain (it's ages since I did any of this - I'm trying to get back into it) but I believe Spirit might not support multiplayer in which case my suggestion may be worthless. If, however, you're working on a single-player game then Spirit makes things much, much easier - not least the Movewith feature which makes the construction of a rotating door with breakable glass panels, for example, a complete doddle. If you weren't aware of it you should take a look.