Tremulous Forum
Media => Mapping Center => Topic started by: Megaman on July 11, 2007, 03:40:43 am
-
I am currently building a map that uses Stage Doors (stage 3 precisely).
I thought I could just decompile Uncreation and build my design off of that, but while doing so, something struck me as odd.
I had previously thought the stage doors in Uncreation to be 1 time moving doors, but they turned out to just have an absurdly long wait time.
Is there a way to make stage doors open yet never close without a long wait time? I originally thought that I could just give it a wait of -1, but this doesn't seem to work.
P.S. This is a rotating door.
-
A func_train that starts at one point, gets toggled on, travels to a second point, but the second point doesn't point the train to a third point to continue so it just stops. Though this would only work for a sliding door as there is no way to change the func_train angle at each point.
The absurdly long wait time is probably the best solution really, as long as the game doesn't last an absurdly long time :D .
I thought of a few other ideas, but the entities involved aren't targetable, so it won't work. I think it would be nice to see some new entities and new features for existing entities in the next version of Tremulous.
-
For non-rotating doors you can use func_trains and a target_delay to start then stop the train since they can be toggled on and off. For rotating doors setting a large wait time is the "usual" method of keeping them open. It's a lousy cludge, but it works... sorta.
You could try making a system with two target_delays that trigger each other and the door, such that the door is repeatedly triggered and therefore kept open.
-
I wish my wait = -1 idea would have worked (it make sense after all). I guess I'm going to have to use an absurdly long wait time anyway, oh well.
Thank you very much.
-
Is there not a TOGGLE spawnflag in Trem?
-
trem needs /wait ∞