Attack/defend doors.

Discussion in 'Mapping Questions & Discussion' started by grazr, May 19, 2008.

  1. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I'm having trouble figuring out the gate/door entity setup for round start on attack/defend maps. I've had a peek in the dustbowl.vmf but it seems to be missing an entity? all the spawn doors are seperate but yet only one input seems to trigger them all at once, despite them all having different names and no obvious master or parent entity.

    When clicking on an input in one of the relays it takes me to an entity that doesn't exist "gates_1*" to be precise, (Though for some reason the input is labelled as working correctly but no entity technically goes by that name or exists to be viewed?). For some reason it's still able to show me that it's attatched to all the doors for the round start. I'm lead to assume this is what controls all the doors to activate at once? At any rate i simply can't figure out how it works.

    Is all i really want to do is figure out how to activate all my doors on round start without a whole load of inputs and outputs streaming between entities; that may lag the start of the game. I only have one set of doors to activate at the start to worry about. I just can't seem to find any helpful tutorials for activating a set of doors for an attack defend map.

    So if anyone can direct me to a place they found useful or directly help me by explaining how i could set up such an attack/defend instance, that would be great thanks.

    I have 2 exits; the left has 2 doors, the right, 4. "ld1", "ld2"; "rd1a", "rd1b", "rd2a", "rd2b".
     
  2. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Heres what I was told.

    Use logic_relays, as many as you are going to have rounds. Set them all disabled except for the first one, and have you time fire all of them on setupfinished. Have the first logic_relay open the doors (the doors need a reset of -1), enable the next logic relay, and disable itself.

    Should work just fine, and you can tweak this idea a little to get the barriers that block between rounds set up nice too.
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I think i figured this out actually; I believe the name gates_1* commands all entities including the text "gates_1". IE gates_1b_top, gates_1b_bottom, gates_1c_top, etc, etc will all be controlled by the entity pointing at gates_1*

    *\o/*