Making a func_ladder apear?
RPGreg2600
05-27-2003, 05:05 PM
I want to make it so if you bring a dod_object with a rope model to a dod_object_goal, it makes a func_ladder apear. But I can't figure out how to make it work. How would this be done?
redfalcon
05-27-2003, 05:12 PM
appear how?
1.the entity becomes working
or
2.the brush behind the entity that looks like its the ladder appears
basically. you would set it up 1 of 2 ways. both happen just after the TNT is set.
1- You attach the func_ladder and func_wall to a func_door whcih slides in.
2- You turn the func_ladder on and use a func_wall_toggle to show it appearing.
I'm not to sure they can both be done whcih is why I typed both
Kehldon
05-28-2003, 01:34 AM
Now this is intresting.
There is a third way also and that using a env_renderer to make an invisble wall visible but that is kind of long shot.... since func_wall_toggle only requires one entity..
But how do you turn a func_ladder on AB? Just trigger it ? If thats it, it gives a huge amount of opportunities when it comes to dynamic maps :)
I havent tried it but thats what I'm imagining you can do. if not you may have to screw around wityh the door thing.
aand yeah I knew about env_render and func_wall but the less entitys the better.
RPGreg2600
05-29-2003, 11:29 PM
Heh, just got xenosaga and forgot about this topic.
I already know how to make the ladder apear, but I dunno how to make the func_ladder apear. maybe it's just not possible?
getting th ladder to appear?
I think you mean to turn on and off. juding byt the fact it has a "name" feild I'd of thought you could. I'll wokr on it once I've got my .fgd up again.
Kamikazi!
05-30-2003, 06:12 PM
One way is to cover up the func_ladder with a 1 unit larger func_wall_toggle. Then turn off the toggle and the ladder now works.
greenhorn
05-30-2003, 06:39 PM
i made it work by making the
rope a func_door that opens up
{real fast as if it was tossed up with a grappling hook}
and the ladder is a normal (aaatextured)brush entity
that "moves with" the door
the door (rope) starts right in the ground so you cant see it
and gets triggered by the dod_object_goal
then stays open
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