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Author Topic: A mapping trigger question [RESOLVED]  (Read 708 times)

dan1702

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A mapping trigger question [RESOLVED]
« on: June 29, 2014, 11:00:12 am »

Hello, so this one is pretty straightforward: when mapping, how do I make a trigger triggerable, by pressing 'e' ingame? for doorbells and stuff.
Thanks,
Dan
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Martin Thompson

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Re: A mapping trigger question [RESOLVED]
« Reply #1 on: June 29, 2014, 11:26:49 am »

Are you using GTK radiant? I always use GTK Radiant 1.5 so ill post the instructions for that version. It goes pretty much the same in other versions.

To start out, make sure the multiplayer entities are available. To do that go to File > Project Settings and select "Multiplayer mapping mode" in the "Mapping mode" dropdown box.

For a doorbell, create a brush you want to have as doorbell (apply a texture if you want) then make sure it is selected and in one of the ortographic (2D) views press your right mouse button. A menu will pop up. Select "func_usable" then press N or go to View -> Entity Inspector via the top menu. A window opens with a description window and some buttons and checkboxes and two text boxes with "key" and "value".  In the checkboxes, check "always_on" so that the button doesnt disappear when used. in the Key window type "target" (without the quotes) and in the value type the name the other entity you want to use. For example a target_speaker which plays a sound. In the target_speaker key field fill in "targetname" and the same name you filled in as target in the func_usable. At the func_usable, also make sure to have "wait" key with a value of 1 or 2 or else you will be able to trigger the sound immediately after it has triggered.

Now you will be able to pres e ingame and use the button.

Thats the basics of it really. If you have any more specific questions, just post them here. I might do a more detailed article with screenshots on my blog when i have a bit more time later.
« Last Edit: June 29, 2014, 11:30:05 am by Martin Thompson »
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dan1702

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Re: A mapping trigger question [RESOLVED]
« Reply #2 on: June 29, 2014, 11:46:30 am »

Ah, Thank you. I was in singleplayer mapping mode. Thanks so much. And in the case of having a grate that lifts out of the floor to the side, how would I arrange that?
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Martin Thompson

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Re: A mapping trigger question [RESOLVED]
« Reply #3 on: June 29, 2014, 03:42:36 pm »

That is a bit harder. I dont remember the exact entities myself. Download Will & Ants source map for Poseidon B and have a look at how the Engineering door and the little lift in engineering is done. You can duplicate that with an extra "waypoint". http://www.iwantstudios.com/

The source files of those maps (Will & Ant's Map Files link at bottom of the center screen) are a great reference to see how alot of things are done so you can always look at those if you cant figure it out. Beware though, the maps are quite large and could take a bit to load, even on a fast pc.
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dan1702

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Re: A mapping trigger question [RESOLVED]
« Reply #4 on: June 29, 2014, 03:59:43 pm »

Alrighty, Thank you much! :3
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dan1702

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Re: A mapping trigger question [RESOLVED]
« Reply #5 on: June 29, 2014, 04:48:11 pm »

Okay, so that appears to be a train. it says it works off of target points. This is a bit beyond me, anyone help me make sense of this?
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Martin Thompson

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Re: A mapping trigger question [RESOLVED]
« Reply #6 on: June 29, 2014, 05:07:24 pm »

The target entities need to points towards eachother (the first one needs to target the second one's targetname which then needs to target the third ones targetname and so on). The train itself i think also targets the first relay int he chain. It then functions like a train, going from target to target untill it reaches the end.

I suggest just experimenting with it a bit in an empty map and look closely at the example maps. Copy the relevant entities from the map into a new map and just play with it. Its a bit hard to exactly explain (i also dont have time for more details atm).
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dan1702

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Re: A mapping trigger question [RESOLVED]
« Reply #7 on: June 29, 2014, 05:41:14 pm »

Alright. Thank you very much. I'll have fun :)
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