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distance between triggers to activate

Posted: Tue Dec 09, 2003 10:05 pm
by ABit
Hi There,

I'm working on elevators, and want to put a switchpanel into the elevator to select the speparate destination floors. Does anyone know how to put multiple trigger_use triggers on a relatively small space and let select individual triggers by pushing a switch? In my experience the area to activate 1 trigger is much greater than the trigger itself.

Posted: Tue Dec 09, 2003 10:11 pm
by Yarik
I think this may go into the scripting section, but then again I dont think... :lol:
I think you can have one trigger wich has a script which can take you to many different levels. As far as how close/far the triggers have to be... I have no idea. :?

Posted: Tue Dec 09, 2003 10:18 pm
by wacko
I once did something like:
Button (with trigger): 12 units wide, 4 units thick
Space inbetween: 16 units wide
Button (with trigger): 12 units wide
and so on. This did work!

player

Posted: Tue Dec 09, 2003 10:36 pm
by tltrude
The player can be 128 units away and still use the trigger. So, any triggers in his FOV (field of view) will be triggered. You can narrow the player's FOV in the script, but it is much easier to just put your buttons far apart.

Have you seen this tutorial map?
http://pages.sbcglobal.net/tltrude/Temp ... ngdoor.zip
It has a very complex three story elevator.


Image

This tutorial map has a five story elevator that requires no scripting.
http://pages.sbcglobal.net/tltrude/Temp/altelevator.zip

Image

Posted: Tue Dec 09, 2003 11:10 pm
by ABit
I will look into those two maps tomorrow, see if i can find the clue to my problem, have good hope. I think i will overcome this one. My Elevators are fully scripted. Works from the ouside of elevator. I works on 6 floors. Now i have to find the solution to select the floors from inside de elevator.
Think the script will be a good example of using variables and objecs for script newbees.

Thanx for now, maybe i'll be back in a few days.

Posted: Wed Dec 10, 2003 8:19 am
by jv_map
Well you could try to use just one trigger for all buttons and then use a script to determine which button the player was actually looking at, but it's way more complicated than tltrude's method ;).

texture

Posted: Wed Dec 10, 2003 9:40 am
by tltrude
Well, here is a one trigger idea. What if you had 6 textures for the switch panel. Starting on ground level, when the player hits the use key, the floor 2 button-lit texture appears. But, there is a pause and if the player hit the use key again, before the pause is up, the thrid floor button-lit texture shows up and so on. Whenever he stops hitting use and waits, the elevator will go to the floor of whichever button is lit.

The texture change could be done with 6 script_object brushes--5 would be hidden at any one time. Another option would be to have the player hold the use key to change the textures and destination.

If you have doors, then the door would reopen if the player does not select a floor, or selects the floor he is still on when the pause is up.

I think the scripting would not be to hard--if you are using waypoints and func_doors. By the way, you can open or close a pair of func_doors, with the same targetname, using a single line in the script.

Posted: Wed Dec 10, 2003 3:29 pm
by ABit
:D Thanx Tom,

I think your trigger idea is a very elegant solution to my problem. I will work that out in my script. Tonight my elevators wil be up and moving.

Thank you all for your contributions.

Posted: Wed Dec 10, 2003 10:26 pm
by ABit
It works, made some elevatorpanel textures and did some scripting. Each time the trigger is activated, it puts up the lighted button. Wait 3 second and the elevator moves to the selected floor.
Thank you all

Posted: Thu Dec 11, 2003 6:47 am
by jv_map
ABit wrote:It works, made some elevatorpanel textures and did some scripting. Each time the trigger is activated, it puts up the lighted button. Wait 3 second and the elevator moves to the selected floor.
Thank you all
Sounds good :D I hope I can try your elevator myself some day :wink:

Posted: Thu Dec 11, 2003 3:14 pm
by ABit
jv_map wrote:
I hope I can try your elevator myself some day


That will take sometime jv. I'm working on it for 8 months now, and still have a couple of months to go i think. It a replica of the building where i work. Lots of windows and glass. So i even dont know if i can distribute a detailed model of a real building legally. What if a burglar gets it??? :twisted:

Posted: Thu Dec 11, 2003 3:17 pm
by jv_map
What if a burglar gets it??? :twisted:
Just make sure you shut down the elevators at night :wink:

Posted: Thu Dec 11, 2003 3:19 pm
by ABit
You can look at some screenshots (regulair refreshed) in projects site at:

[url]http://www.destructor-clan.tk
[/url]