how do i create two movement directions in a func_water _analog?

[O]

L3: Member
Mar 21, 2009
121
27
i have a body of water that is linked to a CP. when capped by one team, water rises. when capped by the other team, water drops.

i was able to learn the whole capping, and triggering thing to make the body of water rise for one team, but how do i also allow it to accept outputs from the same trigger [at the CP] only this time move in the opposite direction?

would it have somethign to do with creating a secondary move distance and secondary move direction? if so, how?

or creating a whole new func_water_analog somehow? if so, how?

somethign else completely?

anyone?
 

Pink_Panther

L3: Member
Dec 14, 2008
129
45
im just guessing and didnt look at the entity, but if you can move it up with one input cant you move it down with the same using a negative number?

Now there is one issue, Im guessing your telling it to move a specific distance/direction instead of telling it a position to move to. So, what would happen if both teams are capping? May need another entity to track the status of both, have the caps signal that entity and then have that entity signal the water movement. I know there is one like this, but cant think of the name off hand.
 

[O]

L3: Member
Mar 21, 2009
121
27
im just guessing and didnt look at the entity, but if you can move it up with one input cant you move it down with the same using a negative number?

Now there is one issue, Im guessing your telling it to move a specific distance/direction instead of telling it a position to move to. So, what would happen if both teams are capping? May need another entity to track the status of both, have the caps signal that entity and then have that entity signal the water movement. I know there is one like this, but cant think of the name off hand.

on your first comment:
the thing is theres only one [i dont know what you call this] attribute for move distance and one for move direction in the func. now, im just learning this stuff so i dont know for sure, but i think this entity will always move the same way no matter what when its triggered becuase of that. but yeah if i wanted it to move down i would use a negative number or just select "down."

on the second comment:
well if i told it to move to a specific position it woud still be the same issue as above.
the change in water level doesnt start while its capping but once its capped, so it wouldnt matter if both teams are capping at the same time.

well maybe its the func_movelinear that you're talking about? im not familiar with it yet so my same questions apply to that.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
mabye you could parent the func_water_analog to a tracktrain that you tell to go up and down?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
func_water_analog functions very similar to the func_movelinear, in that it can stop at arbitrary points along the way.

Create the brush in Hammer at it's neutral position. Set the start position keyvalue to 0.5 (meaning that where it exists is the center of it's range, NOT that it will move to that place upon map load). The move distance keyvalue should be the entire length of movement.
For example. If you want the brush to change place a total of 1024 units from when one team owns the point to the other. Set the move distance to 1024, and build it 512 units from either end.

Then use the SetPosition input with values of 0 and 1 to make it move in either direction to the ends of it's range..
 

monitoring

L1: Registered
Mar 14, 2009
2
0
im just guessing and didnt look at the entity, but if you can move it up with one input cant you move it down with the same using a negative number?