#15715 posted by mankrip on 2016/01/02 22:57:19
Oops, I've forgotten to test this with other compilers since my last post.
Now I don't remember if the one that gave me this problem was the one included in Worldcraft 1.6, the one included in Jackhammer, or the one from EricW. Anyway, good to know that this was fixed in recent compilers.
Trigger More Triggers?
#15716 posted by Skiffy on 2016/01/03 23:21:16
So I have a question. Is it possible to trigger another door or item after another has been triggered?
In this case I am talking about doors, Secret once more specifically. If I shoot / hit a secret door I would like to have another door / panel slide open / trigger once the other door has opened completely. Is this possible in quake?
Thanks in advance to any map guru's
#15717 posted by - on 2016/01/04 00:35:18
func_door doesn't fire targets when it opens or is shot, so in this case you will likely want to set it up so that you have a thin trigger_once/multiple with 'health' '1' which is what you actually shoot... and that targets the door and a trigger_relay with a delay that targets your second door.
if you are using a func_door_secret, that will fire a target when it is shot or triggered open, but it will fire it right when it is triggered so you will likely want to target a trigger_relay with a delay in this case as well.
I Believe That
AD has this functionality. It could be worth using trigger_relay as scampie said.
#15719 posted by adib on 2016/01/04 00:46:58
Yes. You just have to synchronize. Your door targets a trigger. This trigger waits to fire just the amount of seconds the door takes to open. Cant remember the exact properties' names, though, but that works.
Thanks Everryone
#15720 posted by Skiffy on 2016/01/04 01:05:52
Sweet thanks everyone. I'll give this a go!
It Works!
#15721 posted by Skiffy on 2016/01/04 02:23:04
Sweet... and I can trigger multiple things in various sequences. Epic doors opening with lighting toggling on... so fun. I wonder why this was not used more back in the day.
I Use
#15722 posted by PuLSaR on 2016/01/04 14:08:44
toggling on lights behind secret doors/monster closets when they open to prevent spoiling that there's something behind it before it opens.
Door Triggered By Either Of 2 Events
#15723 posted by Catalyst on 2016/01/05 11:27:37
I want to create a door which will be opened by either of two events:
1. a player walks into a special trigger area (trigger_multiple?), and the door stays open as long as the player is triggering
2. a moving brush touches the door and the door will stay open as long as the brush is triggering it
The door should also stay open when both events take place at once and close (immediately) only when the events stop triggering.
Is this possible with the original Quake entities?
Logic Gate
#15724 posted by DaZ on 2016/01/05 13:28:47
Sounds like building a physical logic gate somewhere outside of the map is what you will need.
Create a button that operates when shot, set a spike shooter firing nails at it. Then place 2 doors between the spikes and button that block the spikes.
The 2 triggers inside the map should move the doors when activated, so that when both are active the two doors are moved out of the spikes flight path and the button is activated.
#15725 posted by JneeraZ on 2016/01/05 14:14:41
Good lord ... that's ... awesome.
But That's An And Gate
#15726 posted by SleepwalkR on 2016/01/05 14:20:19
He wants an or gate.
Yep, Need OR Gate
#15727 posted by Catalyst on 2016/01/05 15:40:42
Yep, two doors will work as an AND gate. I need OR. But will definitely try to experiment with the spikes tonight.
Can Use 1 Door
#15728 posted by Catalyst on 2016/01/05 15:42:33
Maybe I could set the triggers to open just one door? That should work as an OR gate
I believe preach had a map hack for this which removes any delay in the triggers
You Could Do The Same Spike Trap Setup As An OR Gate
You need two spike traps firing at the trigger, and two doors. Just offset them at different angles so it works.
A NOT gate would be trickier but doable as well. Have a door block the path of the nails when triggered by the undesirable trigger.
OR Gate
#15731 posted by Cocerello on 2016/01/05 19:07:30
Your idea is almost there, Shamblernaut: For that to work completely you have to do it so each door blocks the other door's path of the spikes, so it doesn't work as AND too and only as OR.
So you end up with:
Rest: 1 trigg 2nd trigg. both trigg.
� � � � � � � �
� - � - - � - �
- � - - � -
� �
T T T T T T T T
Forgot To Preview It
#15732 posted by Cocerello on 2016/01/05 19:28:09
I repeat it:
Rest pos.....first trigg...2nd trigg...both trigg.
������������������������������'�������
��-����''�������-���'���-������'''���-��
-������'�������-���'���-������''�����-
t�t����''�����t�t���''���t�t����''���t�t
I am hating the fact that kerning is only applied to the posted post and not when writing. Took me a while to make the columns to stay aligned.
Detail Brushes Considered Harmful Lol
#15733 posted by Lunaran on 2016/01/05 20:56:21
http://lunaran.com/files/visdetailtest.zip
(see celephais.net/board/view_thread.php?id=61207&start=184 )
Thanks Lun
#15734 posted by Kinn on 2016/01/05 21:24:02
R.I.P. vis in natural cave type maps I guess.
Logic Gates
#15735 posted by Preach on 2016/01/05 21:25:30
Here's the pair of articles on how to do "instant activation" logic gates:
https://tomeofpreach.wordpress.com/2013/05/13/new-logic-gate-design/
https://tomeofpreach.wordpress.com/2013/05/15/new-logic-gates-part-two/
There's some bonus content added today in the latter post: I've added the template .map files for the gates, only 32 months late!
Lun, Kinn
#15736 posted by necros on 2016/01/05 21:49:35
This is only if the detail brush seals the world face away. If the detail brushes are simply floating inside a world cube, this should still block vis?
Vis would see past the detail but stop once it reaches the box behind it?
#15737 posted by JneeraZ on 2016/01/05 22:01:38
If it's not cutting into the structural brushes, it shouldn't be any problem at all. It's only when a detail brush completely covers and eliminates a structural poly that you run into trouble.
#15738 posted by Lunaran on 2016/01/05 22:27:01
Yeah. And that fudgy sliver space can be skip textured so you don't waste triangles and lightmap space (if that's a concern to you).
Still seems like a counterintuitive workflow, though, having to leave a gap where a gap would be totally the wrong thing to do in all other cases.
For big cave walls and such I'd prefer to have a vis table that properly treats giant func_walls as spanning multiple leaves, so there's no danger of them flickering or vanishing from the wrong vantage points.
Cocerello
#15739 posted by SleepwalkR on 2016/01/05 23:26:42
From your description, what you're proposing is an xor gate (either, or, but not both). I think the original question mentioned that the trigger should also be activated when both conditions are satisfied.
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