amxx + kzmaps
hi guys..can anyone tell me which entities are used to make: if you touch (or PRESS a button) SOMETHING the DOORS will be opened (like map kz_unicorn)
im asking cuz, currently, those maps arent possible to play normally in multiplayer, so making a combination with amxx it can be done (i have some ideas by duplicating entities with num_players)? any mapper, pawn coder is welcomed :)
func_button that target the name of the func_door
thanks. do you remember any of these maps (not big ones) XJ/CC so i can test it ?
lol did some fun test, entity (render+solid) based on id 
https://www.sendspace.com/file/glrea4
One door with touch,another with button
At door be sure to put "origin" texture on brush.
Check properties for other options. GL
hvala lepo gospodine, dobar primer, probacu da obavim ovu foru
thanks man!
Originally posted by JocAhvala lepo gospodine, dobar primer, probacu da obavim ovu foru
thanks man!
Hahaah yeah, psttt speak eng ;)
@sajkeeis ok i did it with only one button+trigger per player...are you able to make two buttons with two different doors (and i hope targetname will be different) ? so it will be more practical test
edit: i hope func_button's name doesnt need to be the targetname (func_door_rotating's name) ?
edit2: ok its fixed with name != targetname
i think adding color to moving-entity will make it clearer where should player go:
Originally posted by JocA@sajkeeis ok i did it with only one button+trigger per player...are you able to make two buttons with two different doors (and i hope targetname will be different) ? so it will be more practical test
edit: i hope func_button's name doesnt need to be the targetname (func_door_rotating's name) ?
edit2: ok its fixed with name != targetname
i think adding color to moving-entity will make it clearer where should player go:
https://www.sendspace.com/file/if3agv
Here you have examples with doors. If you want door with sliding left,right,up or down use "func_door" entity but if you want rotating doors then use "func_door_rotating" entity,doesn't matter if you use it with button or just push.
Targetnames are import when you use buttons, at func_button brush you must set "Target" but in func_door or func_door_rotating brush you must set just "Name".
Also discover over my examples what directions you want to use. You can set it in "Pitch Yaw Roll".
You can open more doors with one button or 1 door open with more buttons. Have a fun momake ! :)
thats interesting, thanks man :)
non-triggered doors werent necesarry cuz online servers dont have problems with them..
pitch or target-classname (rootating door or classic) doesnt matter also, cuz im doing this method in the plugin:
1. get button with his trigger
-> get the exactly origin and dimension of the trigger object (lets say door)
-> make new entity by plugin with the same origin+dimensions like triggered (door)
-> make triggered (door) SOLID_NOT (+decoration: Additive or color render)
-> entity-by-plugin should be solid or solid not, depending if player used that certain button
thats my way of resolving this 'issue' with multiplayer servers...hoping mappers gonna start doing more this type of maps, they are really differernt and interesting
ps: could be possible one problem: i couldnt find a way to detect in which time will THAT door close (probably its also editable in VHE per entity), i put default: 4.0 sec but that will vary in reallity
Originally posted by JocAps: could be possible one problem: i couldnt find a way to detect in which time will THAT door close (probably its also editable in VHE per entity), i put default: 4.0 sec but that will vary in reallity
That is easy.
http://prntscr.com/lifk5o
4 is default,you can set how much you want. If you put -1 value,door will stay open until you press button again and it will close, I guess.
Dont know a lot about plugins,but mapping is my stronger side :)
ye its easy to change in vhe, hard to detect via amxx...i will look more into it, thanks
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