Triggering Events

Triggering Events

Re: Triggering Events Posted by benanderton on Fri Sep 5th 2003 at 9:00am
benanderton
23 posts
Posted 2003-09-05 9:00am
23 posts 12 snarkmarks Registered: Sep 2nd 2003 Occupation: Nothing/Slacker lol :p Location: 127.0.0.1
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 :razz:

 
Re: Triggering Events Posted by KoRnFlakes on Fri Sep 5th 2003 at 9:06am
KoRnFlakes
1125 posts
Posted 2003-09-05 9:06am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
entity: light - name = bingbong & flag = toggle

func_button - target = bingbong
Re: Triggering Events Posted by Gollum on Fri Sep 5th 2003 at 9:08am
Gollum
1268 posts
Posted 2003-09-05 9:08am
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
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.