Illusionary damage-triggered button

Illusionary damage-triggered button

Re: Illusionary damage-triggered button Posted by DrFrag on Wed Jun 15th 2005 at 4:53pm
DrFrag
62 posts
Posted 2005-06-15 4:53pm
DrFrag
member
62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
I'm trying to make a staircase that appears when you shoot through the doorway at the top of it. I've got the staircase working so it appears and can be walked up, but I'm having trouble with activating it.

When I put a damage-trigger button in the doorway to trigger it, I can't walk through the doorway (cos the button is in the way). I've tried setting the Render Mode to Solid and the FX Amount to 0, but this only makes the button invisible and I still can't walk through it. I guess "solid" refers to the texture...? It doesn't matter if the button is visible or not, I just need to be able to walk through it (like a func_illusionary).

Is this combination of func_button and func_illusionary impossible?

Obviously there are alternatives to having a shoot-through-the-doorway activation, but you know how it is when you get your heart set on something. :biggrin:
Re: Illusionary damage-triggered button Posted by darkphoenix on Thu Jun 16th 2005 at 7:05am
darkphoenix
17 posts
Posted 2005-06-16 7:05am
17 posts 72 snarkmarks Registered: May 16th 2005 Location: Australia
I would imagine that if you shoot through the doorway, there must be something behind the doorway which would eventually stop your bullet? Could you perhaps mimic the effect you are trying to achieve by placing your button(s) on the surface(s) behind the doorway? (If you have multiple surfaces that could be shot, you may need to tie your buttons together in some way so that you don't trigger your staircase multiple times...)

Unless there is an entity with the properties you are after, this may be the only way to do it...
Re: Illusionary damage-triggered button Posted by DrFrag on Thu Jun 16th 2005 at 1:50pm
DrFrag
62 posts
Posted 2005-06-16 1:50pm
DrFrag
member
62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
I thought of that, but there's a fairly detailed room behind it. I think you're right that is may be the only way to do it.

Unless ... (brainstorm in progress) ...

I could parent the button to an invisible door that slides open instantly and silently when the player enters a trigger zone a couple of inches before it.

Edit: It actually worked! I set the door speed to 1000 and made it silent. You can cruise straight through without breaking stride. :cool:
Re: Illusionary damage-triggered button Posted by Emoo on Thu Jun 16th 2005 at 3:22pm
Emoo
10 posts
Posted 2005-06-16 3:22pm
Emoo
member
10 posts 1 snarkmarks Registered: Jul 31st 2004
Probalby a better way to do it would to have the button kill itself after being shot, you should be able to set that up in the outputs.
Re: Illusionary damage-triggered button Posted by DrFrag on Fri Jun 17th 2005 at 8:04am
DrFrag
62 posts
Posted 2005-06-17 8:04am
DrFrag
member
62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
The stairs are supposed to disappear after 3 seconds, so I needed the player to be able to retrigger it. Good idea though.