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Non-stop up and down moving wall with trigger

A picture is worth a thousand words and since I'm not very good with my english...

[IMG]http://img.photobucket.com/albums/v316/260981/portal-1.png[/IMG]

Edit: it appears that the bbcode in disable... even if in my profile it said it is enable... maybe it doesnt work for me but it is for you http://img.photobucket.com/albums/v316/ ... rtal-1.png

So I want to make an up and down moving wall with a hole in the middle that will be use for the player to jump throught it by propulsion and land into a hole in the wall. (I hope its clear...)

The logic behind this is, there is 2 trigger that will dictate if the wall goes up of down when it reach a certain height.

The problem is, I have no idea how to do it. I understand the trigger theory but I didnt go very far. Just like... open the door, open the light.

I have also made the moving wall a func_door so it can move.

If you dont want to explain all, just tell me at least what I should use, I will look on the wiki

Thanks! :D

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No problem I understand n_n

I think I should reformulate my help now because I'm making it too much complicated for what it really need. I have realised that after seeing a tutorial video about how to make a stair that rise. My only problem now is, what could make my wall going down, then wait, then goes up again, then wait, then goes down again etc... I think I have an idea but it will requires some time and research

sorry if it seems so easy to fix but I'm kinda new n_n;

Lavertue wrote:
No problem I understand n_n

I think I should reformulate my help now because I'm making it too much complicated for what it really need. I have realised that after seeing a tutorial video about how to make a stair that rise. My only problem now is, what could make my wall going down, then wait, then goes up again, then wait, then goes down again etc... I think I have an idea but it will requires some time and research

sorry if it seems so easy to fix but I'm kinda new n_n;

If I understand what you're asking for, I have an idea that might work. You might want to make the entire center pillar (the hollow bit in the middle and the top and bottom sections joining it to the ceiling and floor) a func_movelinear (select the pillar and press CTRL+T, then select func_movelinear in the drop down box). If you set the distance to however far you want it to go before stopping a moving back, and if you set the "Move Direction" (or something similar) to down (probably better than up in this case), it should work for your purposes. If you want to continuously have it loop up/down, go to the Outputs tab and add the following outputs:

Code: Select all
OnFullyOpen-->!self-->Close
OnFullyClosed-->!self-->Open

This will make it close (go back up) when it's fully open (down) and vice versa. When you want it to start, just send it an input from something else along the lines of

Code: Select all
On[Whatever]-->[name of pillar]-->Open

One thing though: First, you're probably going to want to make the pillar longer than the room is tall, just so the top doesn't show when it's going down. Let me know if I can help more.

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