- Dec 27, 2018
- 95
- 6
For a payload cart yer going to be using a func_tracktrain info linked here.
If you wanna make it stop over or before the bridge set up an I/O going
from the path_track or timed somehow such to stop it at the desired spot,
make it so that the number of players touching it keeps it's speed at 0
you can stop the train by using SetSpeed 0 and then start it again.
Make sure you re-setup things to how they were before the bridge.
For a bridge that moves func_door or func_door_rotating
is what yer looking for, probably depending on desired effect.
Part of your logic for this event will want to be to parent the
cart and all of it's various parts to the door if it's to move with it
then changing the parent afterwards so it can continue on freely.
Find more information about all of these I/O controls from the VDC.
And good mapping!
you can surround it with a func_button textured with nodraw, you won't see the button but you'll hit it and fire the OnPressed or OnDamaged outputAlso does anyone know, how to make prop_static / prop_dynamic or any prop basically work like a button? I mean if i shoot it or something, so it will maybe make the doors open. Is that even possible?
If your bridge doesn't have a name, give it one. Next, go into your prop_dynamic fence's settings and under the Parent field put your bridge's name to set it as the parentHow to parent it?
Try changing the movement direction + movement axis. The origin on which it rotates on should also be located at the bridge's hinges (assuming it's a func_door_rotating)Oh yes im dumbass, last thing how to make the bridge go down? I did it once, i check every flags i have to, but it always rotates to the side and not down