animated shutters?

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Gunsmoke
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Joined: Sun Nov 17, 2002 1:59 am

animated shutters?

Post by Gunsmoke »

I am having a problem understanding a section on a tut of how to make animated shutters:
Ok, we are almost there now. With the shutter and its point of origin selected together, right click on the edit area, on the shutter and select script/object. This turns the whole object (point of origin and all) into a scripted object for the shutter script to work from. At this point, click "N" and enter a key/value of targetname/lshutter, if it is the left shutter otherwise a key/value of targetname/rshutter if it is the right shutter. Finally, for the level editor part of it. Enter a key/value of #group/1. Where 1 is the group of these shutters currently being created. It is a good idea to have a different group number for each wall of windows. :?

The section underlined is the section that I dont understand. What does it mean by the level editor part? do I Highlight both shutters including origins then click "N?" Can someone please rephrase this section a little more clearer for me? Thank you.

-----[SealTeam6]LTJG.Gunsmoke
jv_map
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Post by jv_map »

You don't need a #group value unless you want to trigger certain shutters to slam wildly.

If you want to add a #group value, just select the script_object (visible brush, origin brush or both) and hit 'N'. Just enter the #group value like you would add a targetname.
Guest

Post by Guest »

ok cool. Thanx. But what if i want numerous animated shutters? Do I just do the same thing for every one of them? Or do I have to Group them or give them their own numbers or something?
jv_map
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Post by jv_map »

Just create as many shutters as you want. Targetname them lshutter or rshutter and that's all. They don't need a unique number, that's assigned automatically by the game.
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