Setup Gates

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
977
165
How do I have the gates stay close for blue until the setup timers hit to 0? Did crash go over set up gates and how to tie it up with the setup timer?
 
Aug 30, 2015
352
428
To my knowledge Crash has never addressed the logic for the CP gamemode, but if you understand Input/Output you should be able to look at the CP prefab from ABS' Mapping Resource Pack and figure out how everything works.

Setup gates specifically are invisible door entities with gate props parented to them. They stay closed by default and are opened by an output by the setup timer entity
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
88
Simply create a door (either a func_door brush itself or an "invisible" one and then parenting it to a door-prop model) and give it a name, spawn a team_round_timer entity and give it some Seconds to its "Setup timer length" and, lastly, add an output to the entity that fires the next:

>Output: OnSetupFinished
>Target: <your door's name>
>Input: Open
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
977
165
Thank you very much
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
977
165
Simply create a door (either a func_door brush itself or an "invisible" one and then parenting it to a door-prop model) and give it a name, spawn a team_round_timer entity and give it some Seconds to its "Setup timer length" and, lastly, add an output to the entity that fires the next:

>Output: OnSetupFinished
>Target: <your door's name>
>Input: Open
When I did this. The gates did not stay shut until the step up time was done. They stilled opened. For the first time that they opened they stayed open until somebody else pass through them and then they would work fine.
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
247
74
do you have a trigger for the setup doors, you should not. also make sure they are closed as default?
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
977
165
I do not know. I can go and check
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
88
When I did this. The gates did not stay shut until the step up time was done. They stilled opened. For the first time that they opened they stayed open until somebody else pass through them and then they would work fine.
Make sure "Starts Open" isn't checked in the func_door's "Flags" tab.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
977
165