Talk:Switch: Difference between revisions
		
		
		
		
		
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| :Anyway, what I do is: create a prop_dynamic with model switch001.mdl, and then make a 8x8x8 brush tied to entity func_button (flags: Don't Move, Use Activates).  If you want a timed button, set the "delay before reset" to long enough to where it won't interfere with the sequence that the button triggers.  A push-only-once button should have delay set to -1.  Then I set outputs so that when it's pressed, it triggers a logic relay, which animates the switch down with SetAnimation down (as well as open a door, trigger other logics, etc). If it's a timed button I set the logic also to reset the button with SetAnimation up (also closing a door or triggering other logics). | :Anyway, what I do is: create a prop_dynamic with model switch001.mdl, and then make a 8x8x8 brush tied to entity func_button (flags: Don't Move, Use Activates).  If you want a timed button, set the "delay before reset" to long enough to where it won't interfere with the sequence that the button triggers.  A push-only-once button should have delay set to -1.  Then I set outputs so that when it's pressed, it triggers a logic relay, which animates the switch down with SetAnimation down (as well as open a door, trigger other logics, etc). If it's a timed button I set the logic also to reset the button with SetAnimation up (also closing a door or triggering other logics). | ||
| :But I definitely can't convince the button to trigger anything to tick continuously | :But I definitely can't convince the button to trigger anything to tick continuously AND globally, while the button is pressed.  Any help would be delightful --[[User:Volt|volt]] 02:51, 22 Nov 2007 (PST) | ||
Revision as of 03:52, 22 November 2007
Not quite sure what this is supposed to be about. Is it supposed to be a tutorial on those push buttons? --Remmiz 00:17, 20 Nov 2007 (PST)
- Yes. And I would write it, but I can't figure out how to make a ticking sound that is audible anywhere in the map. Using the flag "Play Everwhere" does not do it (it still fades out at distance, or if a wall comes between the entity location and player).
- Anyway, what I do is: create a prop_dynamic with model switch001.mdl, and then make a 8x8x8 brush tied to entity func_button (flags: Don't Move, Use Activates). If you want a timed button, set the "delay before reset" to long enough to where it won't interfere with the sequence that the button triggers. A push-only-once button should have delay set to -1. Then I set outputs so that when it's pressed, it triggers a logic relay, which animates the switch down with SetAnimation down (as well as open a door, trigger other logics, etc). If it's a timed button I set the logic also to reset the button with SetAnimation up (also closing a door or triggering other logics).
- But I definitely can't convince the button to trigger anything to tick continuously AND globally, while the button is pressed. Any help would be delightful --volt 02:51, 22 Nov 2007 (PST)