Title: The func_button Post by: Nqss on March 12, 2011, 08:09:05 AM uhm , i've cheked million times what did i do wrong and what my mistake
but it seems that buttons works different now it looks like they are for capturing only now am i roght? if no - what did i do so wrong ? func_button with output on pressed linked to door to open it door cant be opened by itself and cant be closed by itself moving directions changed Title: Re: The func_button Post by: Nqss on March 12, 2011, 08:12:37 AM and here is another one
Quote ex_award but Activate input doesnt have any parameters exept time of delayOptional - Logical Entity .... When the Activate input is fired the player who triggered it is given the number of points specified in the input parameter. Title: Re: The func_button Post by: ChromeAngel on March 12, 2011, 09:04:18 AM The behavior of func_button has not (knowingly) been changed. If you send a copy of your map source to me ( leader@40ksource.com ) i'll take a look and see if I can spot the problem.
When you setup the output from the entity that is to trigger the ex_award there is an option labeled "With a parameter override of" (underneath "Via this input"), that is where you set the parameter. Title: Re: The func_button Post by: Nqss on March 12, 2011, 10:48:25 AM you mean this one
(http://img864.imageshack.us/img864/8431/343434343343led2gga.jpg) btw doors are started to work now....0_o Title: Re: The func_button Post by: ChromeAngel on March 12, 2011, 02:59:58 PM Ah... I see the problem.
Try replacing your sourcemods/ex/ex.fgd with this one http://www.40ksource.com/files/ex.fgd (http://www.40ksource.com/files/ex.fgd), restart the Source SDK and you should be able to type into the parameter box. Title: Re: The func_button Post by: Nqss on March 12, 2011, 03:10:32 PM now its working
thank you , did you checked the map? Title: Re: The func_button Post by: ChromeAngel on March 12, 2011, 04:31:27 PM I had a bit of a look around, it's quite a maze at the moment. Your objective/dropzone setup seems to need work, I spawned next to the marine owned objective as a tyranid.
I like the round openings in the Tyranid spawn area, they have character. Title: Re: The func_button Post by: Nqss on March 12, 2011, 04:47:34 PM i know , but how do i fix that?
dropzones are pointing on the nearest cap point but not working right Title: Re: The func_button Post by: ChromeAngel on March 12, 2011, 05:37:32 PM I suggest adding an ex_gamplay entity and specifying the starting objectives in there.
Title: Re: The func_button Post by: Nqss on March 23, 2011, 02:41:35 PM I dont want to create another topic , so , i would like to know
is it possible to make entity/trigger/button which can be pressed / touched only by one team? Title: Re: The func_button Post by: Typheron on March 23, 2011, 02:58:39 PM Yes, you have to use a filter_team and put the outputs through it, it can be set up be either Imperial Or Tyranid and the input can be checked and then the output can be used to activate anything.
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