Discussion in 'Mapping Questions & Discussion' started by Queops, Feb 13, 2009.
what do you mean by various brushes? is it 2 doors opening like so: <-- -->
if so, you need 2 func_door brushes
Have you made a trigger brush to trigger it?
I dont think I understand whats your problem? Give the func_door a name and the in the output for the trigger_multiply use that name. Does that solve your problem?
yer aim the out puts to the trigger
Oh sorry.. forgot to explain some context..
The func_door is an elevator.. its working fine, has about 5 brushes tied to a func_door entity. I want it when it reaches a brush based entity trigger_multiple to do some outputs (the trigger_multiple), but it doesn't recognize at all... the brushes that are the func_door of course.
post your vmf
so what ya trying to do is make a real elevator or just a lift the that when it hits the top(or bottum) it opens a door of some sort?
This is what happens, I want the trigger_multiple to Output something when the func_door touchs it and when it ends touching it. It's that simple. The trigger isn't recognizing the func_door, that's the problem
why not just put an out put on the func?
A filter? What do you mean lol
read my post agen, lol i didnt qutie read what was there
just put the output on the door
Because it's an elevator, and geez I want it that way... just tell me how to make a trigger_multiple to recognize a func_door or func_detail or any entity or whatever can be paranted to a func_door.
Wait a sec, let me try that... What you are saying is that a toolstrigger recognizes another toolstrigger?
well i cant tell ya unless you tell me what to want it all to do
what is it that the trigger is pose to do?
Didn't thought it was so hard to explain
Can't the func_door output something when it's closed or open? If so try that.
I've tried in the past to get triggers to recognize other brushes but I've never made it work.
Finally!! Thanks alot for understanding my problem. So let's see.
No, it's gotta be this way because the elevator doors must close (by making the door's trigger disable) as soon as the elevator starts going up, not when it arrives up there (which is the open state).
Well any other object that I can parent to the func_door so that trigger recognizes then?
ah i sed that????
so make a new door on it make the trigger close to it then make it like a spawn door
then make a new trigger to disable the door(on the floor of the elevator)
then make func on the elevator disable the trigger to disable the trigger on the floor of the elevator
then it hits the top/bottom
a bit overwhelming but it should lock the door as you enter and stay shut till ya hit the top/bottom
Max I didn't get your explanation, but the little I understood doesn't fit for this... It needs to be a trigger with a certain area so that allows a quick swift of closing and opening the doors as soon as the elevator arrives/departs.
Separate names with a comma.