- Jul 5, 2009
- 249
- 28
Here's what I'm after: when a map starts, there's a timed delay. During this delay, doors work normally- I'm using ABS's prefabbed doors for this. Nothing impressive, really, you can just run around and it all operates as expected. But once the timer runs out, I want all the doors to open and stay that way, regardless of what the trigger tells them to do.
There's going to be around 24 of these prefabbed doors on the map, plus I've got a couple other things in mind.
I'm going to be using a logic_relay to trigger all this, but I'm not sure how exactly to get what I'm after.
I'm thinking that one way would be to go in and name all of the trigger_multiples associated with the doors and then have the logic_relay disable them when it fires, as well as opening the doors. However I remember something about named objects being bad for optimization. I also remember something about a maximum number of inputs and outputs possible per object, although that could be a mistake.
Another idea I had was to open and then lock the doors, effectively disabling them, but again, I'm not sure how well that would work. On the upside I think I can use wildcards there with door_any_large_* allowing me to hit them all with two outputs.
A third idea would be opening the doors and then setting their speed to 0, effectively disabling them and ignoring the trigger_multiple thereafter. Only I suspect that's not going to prevent the opening and closing sounds, which would in turn cause issues.
A fourth idea would be to make a new prefab with a trigger_multiple with a sequential name to it, allowing me to disable them all and open the doors, although that relies on my ability to create a useful prefab, something that's probably best not dwelt upon for too long.
There's going to be around 24 of these prefabbed doors on the map, plus I've got a couple other things in mind.
I'm going to be using a logic_relay to trigger all this, but I'm not sure how exactly to get what I'm after.
I'm thinking that one way would be to go in and name all of the trigger_multiples associated with the doors and then have the logic_relay disable them when it fires, as well as opening the doors. However I remember something about named objects being bad for optimization. I also remember something about a maximum number of inputs and outputs possible per object, although that could be a mistake.
Another idea I had was to open and then lock the doors, effectively disabling them, but again, I'm not sure how well that would work. On the upside I think I can use wildcards there with door_any_large_* allowing me to hit them all with two outputs.
A third idea would be opening the doors and then setting their speed to 0, effectively disabling them and ignoring the trigger_multiple thereafter. Only I suspect that's not going to prevent the opening and closing sounds, which would in turn cause issues.
A fourth idea would be to make a new prefab with a trigger_multiple with a sequential name to it, allowing me to disable them all and open the doors, although that relies on my ability to create a useful prefab, something that's probably best not dwelt upon for too long.