Difference between revisions of "Talk:Floor button"

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(article rewrite?)
(article rewrite?)
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::I'll try to edit it tomorrow, unless anyone (gear) has anything against it? [[User:Kizzycocoa|Kizzycocoa]] 20:57, 7 December 2009 (UTC)
 
::I'll try to edit it tomorrow, unless anyone (gear) has anything against it? [[User:Kizzycocoa|Kizzycocoa]] 20:57, 7 December 2009 (UTC)
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:::I say go ahead. Please just make sure to look over your edit for mistakes before committing. --[[User:Cheesemoo0|cheesemoo0]] 03:16, 8 December 2009 (UTC)

Revision as of 03:16, 8 December 2009

I plan on finishing this up over the weekend...hopefully. --Remmiz 01:15, 17 Nov 2007 (PST)

Why can't you use one trigger_multiple with "client" and "physics" checked? --Darthkillyou 21:04, 21 Nov 2007 (PST)

Because then it will trigger off any knocked down cameras. --Remmiz 22:18, 21 Nov 2007 (PST)
Also the cube sets off triggers if it is touching the trigger volume, while the client only does so if the vertical centerline is touching the trigger. If you used only one, it would either be too sensitive for the player (would have to stand in center of button) or it would be not sensitive enough for the cube (the cube could be resting on the base and still be activating the button)--volt 01:37, 23 Nov 2007 (PST)

A few critiques on this page:

  • Is it really necessary for the movement brush to be any particular shape, so long as it's 9 units tall?
  • Wouldn't it be more accurate if the player trigger brush were cylinder? (I use 12 sides, 48x48)

The way that you describe is exactly how Valve does it, however the fact that the button is circular but the trigger is not annoys me.

Note:did anyone notice in TestChamber 16 you can use a turret to weigh down the button?--volt 01:37, 23 Nov 2007 (PST)
Technically either would work, but I think having the player trigger being a little big larger helps the player by not requiring them to stand directly on it, which can be harder in a fast paced scene. And I didn't notice that in 16...looks like someone made a mistake! --Remmiz 10:28, 23 Nov 2007 (PST)

This is driving me mad. In-game, some buttons fade to dark when they are pressed down. Some buttons do not. Any button I make fades to nearly complete black, but your (Remmiz) door-button-tutorial button doesn't fade at all. In my case, I found that if the center of the button-top is beneath the floor, it will fade to black, and if I move the origin so that it barely stays above the floor, it will maintain its color. HOWEVER your button in the tutorial VMF doesn't fade at all and it's constructed identically! WHAT! --volt 01:31, 24 Nov 2007 (PST)

There is a light underneath it, so when it is pushed down, the light will be above the button and lights it up. --Remmiz 01:46, 24 Nov 2007 (PST)
I had the light as well, attempted both in the same position as yours as well as slightly higher. At one point I did a copy-paste on all of the elements of your button and put it in my vmf and it didn't act the same as the one in your vmf. Pretty strange. --volt 03:21, 24 Nov 2007 (PST)
I'm having the same "fade-to-black" issue, and moving the button doesn't seem to help much. Can anyone offer any advice? Walliard 22:45, 11 May 2008 (PDT)

Introduction

I lol'ed at the introduction. a genius must hape pressed some buttons -- alexanderpas 08:06, 18 Dec 2007 (PST)

That's what they're called in the game, you know :3 Day32 23:47, 21 February 2009 (UTC)

1500-Megawatt Aperture Science Heavy-Duty Super-Colliding Super Button =3 -- Paddymay 03:16, 18 September 2009 (UTC)

A hole in the wall

I'd like to point out that telling the user to carve the wall is a pretty bad idea. You should explain how to do it with, say, clipping. --Baliame (talk) 01:59, 15 Aug 2008 (PDT)

article rewrite?

I think this article needs to be rewritten. mainly the end.

the outputs to open the door should be on the button door thing (the func_door that makes the button go down). that way, multiple cubes won't set the trigger off twice.

EG, if there were 2 buttons, and two boxes, and the counter is set to the trigger, the counter can be triggered twice, should 2 cubes touch the button at once.

but, if onopen/onclose were the triggers, well, you can't open a door multiple times, so the counter can only count as 1, no matter how many cubes are added onto the trigger.

thoughts? Kizzycocoa 19:24, 7 December 2009 (UTC)

It's probably a good idea to remove the suggestion to use the carve tool while you're at it, nobody really uses it unless they're a beginner. Solokiller 20:42, 7 December 2009 (UTC)
never noticed that. I agree on that.
I'll try to edit it tomorrow, unless anyone (gear) has anything against it? Kizzycocoa 20:57, 7 December 2009 (UTC)
I say go ahead. Please just make sure to look over your edit for mistakes before committing. --cheesemoo0 03:16, 8 December 2009 (UTC)