View Full Version : a special door ;-)
double b
06-20-2006, 02:44 PM
hey, maybe im too stupid, but, i want to make a code-door, like in philers map haus.
thats not so easy^^
i tryed out many ways, but every way was wrong...
is there maybe anybody, who can help me?
thanks!
ChJees
06-20-2006, 03:40 PM
Hmm... You must use a extensive trigger system to make a code door.
ADD: Here, browse through my crap here (http://chjees.sitesled.com/downloads/Crap.exe) and load it in SED1 so can you prolly find out a solution.
double b
06-20-2006, 05:46 PM
yeah, i know, that i need a trigger-system, but its a bit complicated, i dont know how to start :S
and, thanks for your tipp ;-)
i think it will be helpful :-D
Discy
06-20-2006, 06:19 PM
Just look how Philer made it. Follow the triggers, and eventually, you'll figure out how he did it. Otherwise you could PM Philer himself, asking how to do it.
Philer
06-21-2006, 08:45 AM
I tried to paint a scheme to explain it easier. But when I finally finished it, it came still a bit too complicated.
Try to follow the single paths and events. If you still don't understand one might try to explain it in words... (no don't look at me i'm to lazy to do this :P)
I used only four switches in the scheme, but you can easily expand it. The trigger active states are like you have to set up in sed. Sure they changes during playing.
If that system doesn't work then I did a mistake, I'm to lazy to check it again now.
Have fun
Deepblue
06-21-2006, 09:59 AM
Huh...I thought you needed more triggers than that.
Still looks pretty complicated but then again, coded switches were never implemented into SED1 so I guess this is the simplest way to 'fake' them
The Serious Spoon
06-21-2006, 10:53 AM
Just use SEd2 and follow my keypad tutorial ;)
Deepblue
06-21-2006, 11:27 AM
He's making a map in SED1, otherwise he'd ask in the SED2 section wouldn't he? So your SED2 keypad tut won't help him
The Serious Spoon
06-21-2006, 11:29 AM
I obviously meant that he should map for SS2 instead of SS1... Well anyway I thought that was obvious >_>
Shrinker
06-21-2006, 11:30 AM
My btba-keypad owns that mechanism :P
Deepblue
06-21-2006, 11:56 AM
@Spoon: Yes it was obvious but it's obvious he wants to map for SED1 isn't it?
The Serious Spoon
06-21-2006, 12:17 PM
Sure, I was just pointing out it's way easier in SEd2 ;)
SLAwww
06-21-2006, 02:21 PM
I understand how it works, it's not really hard to make that. But it becomes harder when you want to have a code like "204874" where some of the numbers are doubled. XBOX mod with its PropertyChanger and Condition entities would help with this.
Fiendian
06-21-2006, 06:50 PM
This is somewhat difficult to do, but extremely difficult to explain successfully. :paranoid:
Maybe I'll try this out for fun. :hat:
This should be clearer:
Legend
http://img240.imageshack.us/img240/7163/legend9tq.jpg
How It Works
http://img65.imageshack.us/img65/2141/wow6bg.jpg
Deepblue
06-22-2006, 04:48 AM
Much betterl twl, looks more simple now since all the triggers are spread out
--Fragman--
06-22-2006, 07:55 AM
Pfff, with my extended entities I could probably make a system where you could store the code as a number in a property of an entity ;)
Shrinker
06-22-2006, 12:05 PM
So what are you waiting for?
--Fragman--
06-23-2006, 01:24 PM
time?
double b
01-20-2007, 05:09 PM
wow, I never thought that my thread will have so many posts^^
It was only a little question^^
However, it makes me happy to see how many people are ready to help me.
Thank you all!
vBulletin v3.6.1, Copyright ©2000-2009, Jelsoft Enterprises Ltd.