gg_minecraft.

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gg_minecraft.

Postby DillonBarba on Thu Feb 03, 2011 4:32 pm

Image

this isn't a real screenshot i'm just testing the textures as i add them.
had a few questions regarding how i would go about some ideas i had for this map.
is it possible to disable a trigger_hurt after an func_breakable has been broken?
are there any entities like func_pendulum in the source engine?
is there anyway to make a func_door_rotating continuously open and close without a trigger?
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Re: gg_minecraft.

Postby Juice on Thu Feb 03, 2011 4:37 pm

func_breakable -> on break -> trigger_hurt enable...
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Re: gg_minecraft.

Postby The Giblets of Jesus on Thu Feb 03, 2011 7:40 pm

You can add an output to the func_door you want to keep opening and closing and under TaregtEntityNamed, put in "!self".

It'll appear as red and therefore invalid, but trust me, it works. From there you can make the entity address itself, so you can add an output such as;

OnFullyClosed
!self
Open

and vice versa
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Re: gg_minecraft.

Postby DillonBarba on Thu Feb 03, 2011 9:01 pm

hmm
Image

does this look right because its not working, its not even opening let alone looping :(

i tried it with "!self" and its entity name.


EDIT: i got it working, i had to make a func_trigger around the playerspawn so that it would start the legs.
but the creeper is walking sideways along the paths.
if i turn him he faces the right direction but i have the doors flagged for the x axis and if i rotate him the legs fuck up.

any ideas?
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Re: gg_minecraft.

Postby The Giblets of Jesus on Thu Feb 03, 2011 10:28 pm

Under the Flags tab of the leg properties, uncheck X axis and try using Y axis instead :)
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Re: gg_minecraft.

Postby DillonBarba on Fri Feb 04, 2011 6:09 am

Alright i tweaked it a bit and had to move the legs around for it to line up right when he was moving. Ill upload a video in a minute of his graceful walk animation haha
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Re: gg_minecraft.

Postby DillonBarba on Fri Feb 04, 2011 1:43 pm

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Re: gg_minecraft.

Postby Rick_D on Sun Mar 20, 2011 12:09 pm

haha nice :D
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