more trigger help

04-23-2005, 08:06 PM
ok, yet again im comming to you guys for trigger help...

i have this wall that i can blow up with a rocket launcher. now someone gave me the idea to get a rope that falls down once its blown up. i added onto that idea by making ropes in spawn that you pick up and place there to drop the rope down. how would i go about doing this?

04-23-2005, 08:41 PM
this is just off the top of my head...

place a dod_object in spawn and use a rope coil model (you'll probably have to make it). place a dod_object_goal where you want to throw the ropes down. have that trigger a multimanager that then triggers a game_text (to tell the player what is happening), a func_wall_toggle (to turn on our hanging rope), and something to give you a func_ladder.

the func_ladder is the tricky part, since you can't turn ladders on and off, but you don't want it to be there until you bring the rope.

try this...have the multmanager trigger a func_door that is invisible. set the func_ladder to move with the door. then just have the func_ladder hidden in the wall until everything gets triggered. when the door gets triggered it moves the func_ladder out and the player can then climb it.

I might actually make this, I'm curious to see if it works :D

04-23-2005, 08:55 PM
wow... i tried something like that, got halfway through and decided i would rather beat my face into my wall... (note i didnt actually do it) so i quit and posted this.. as soon as its done compiling il try it out. thanks for the quick reply

04-23-2005, 09:05 PM
I'm working on it now, I'll be done in a few minutes and I'll post the results.

04-23-2005, 09:06 PM
awsome, save me some work :-P. wanna attach the rmf with it?

04-23-2005, 09:55 PM
got it!

had to do it a little different than I said before. movewith didn't seem to work, so I set the func_door to block the func_ladder, then move out of the way when triggered. for the rope itself, I set it invisible, then trigger a env_render to make it visible at the same time the door moves out of the way. here is the .rmf:

textures used:

also made your func_breakable. spawn as allies bazooka to break the wall.

credit me if you use it :)

04-23-2005, 09:58 PM

04-23-2005, 10:07 PM
hey thanks alot man! saves me alot of work.

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