Shootable Buttons

Break It

L1: Registered
Dec 29, 2009
2
0
Hey, I'm new here, you guys have got a really great website and forums and while looking for the answer to my question I ran across a LOT of great info that will help me boatloads later on, but..

I couldn't find the answer to my initial question :( I looked through the stickies and searched for it a few times to no avail.

Question 1- How would I go about creating shootable buttons on my map? (The kind you see on tr_walkway or mariokart)

Question 2- Can I link one door (or shootable button) to several other doors? So say I have player A hits button A and button A triggers doors A, B and C?

Question 3- If I can do the above, is there a way that I could trigger them in a specified order? For instance, Player A hits Button A that teleports him elsewhere and THEN kills everyone in range of Brush X (which is in range of Button A)

Thank you in advance!
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
1. You need to create a brush, then tie it to func_button. Add outputs for "OnDamaged" that tell something to do something.

2. Just do the same thing, but in the outputs, simply add more outputs for other things.

3. You would have to have a disabled trigger_hurt that did like 1000 damage, and when the player activates the outputs on the button, it teleports him, then activates the trigger_hurt. I think you could just list the outputs as teleport first, then enable trigger hurt, then disable trigger hurt. That could work.


For more info on Inputs and Outputs, see: http://developer.valvesoftware.com/wiki/Inputs_and_outputs
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Terrific, don't know how I missed that..

Thank you!

I'm not the best with these, but you're welcome :)

(btw, post in the introduce yourself section)

P.S. when you thank someone, you should always press the "Thanks" button under their post :)
 

Zee

L1: Registered
Dec 30, 2009
34
16
A few extra things I would like to add:
You can also set a delay to the trigger_hurt being activated. This way, all your input/outputs are in the same place. Although, the delay cannot be stopped like a logic timer.

Secondly, if you just want a whole bunch of doors to open at the same time, just name them all the same thing (for example door_hurt). Once activated, all the doors named door_hurt will open or close.