- Dec 28, 2009
- 3
- 0
I'm not even sure if that's the correct terminology, but let's roll with it. Anyways, I'm working on a 5cp map where, upon the final cap, there's an event (sort of like Steel or Whaleraces). Problem is, I'm a total noob with entity work. I don't even know if what I have in mind is possible, but I'd be grateful for any help or alternate ideas.
The idea is that after the cap, a sound plays and a pair of big ol' door brushes swing open and a model comes in (on what I guess would be an invisible payload track). A few other models come in and start fanning out on their own tracks with brushes popping out of the ground at specific times. The models and brushes kill on contact. Also everyone in that room dies at a specific point in the sound. The sound is what I'm focusing on and timing around, and would like it's "origin point" to move with the model.
Is this possible? What would I need? If it's impossible, are there roundabout ways of achieving roughly the same effect?
Talk to me like I was 5 about this stuff because I know next to nothing about timed triggering and input/output stuff.
Any help is greatly appreciated, thanks.
The idea is that after the cap, a sound plays and a pair of big ol' door brushes swing open and a model comes in (on what I guess would be an invisible payload track). A few other models come in and start fanning out on their own tracks with brushes popping out of the ground at specific times. The models and brushes kill on contact. Also everyone in that room dies at a specific point in the sound. The sound is what I'm focusing on and timing around, and would like it's "origin point" to move with the model.
Is this possible? What would I need? If it's impossible, are there roundabout ways of achieving roughly the same effect?
Talk to me like I was 5 about this stuff because I know next to nothing about timed triggering and input/output stuff.
Any help is greatly appreciated, thanks.