Problem with the euphanizer (SP)
Quote from Duffers on November 15, 2007, 8:02 amI have a euphanizer set up in my map, all the triggers and whatnot are set, but I can't seem to get it to open. It appears closed, but you can walk through it. How would I go about setting it to open?
I have a euphanizer set up in my map, all the triggers and whatnot are set, but I can't seem to get it to open. It appears closed, but you can walk through it. How would I go about setting it to open?
Quote from NocturnalGhost on November 15, 2007, 9:09 amYou need to use animations to open and close it.
The input is "set animation" and the parameters are "open" or "close"As for walking through it, the model is not solid by default, and you should build a solid surrounding for it using nodraw. You will also need to use nodraw func_doors, that open and close at the same time as the model animations, for the top part that opens.
See the button and door tutorial on the wiki, as the principle is the same, other that the animation thing.
You need to use animations to open and close it.
The input is "set animation" and the parameters are "open" or "close"
As for walking through it, the model is not solid by default, and you should build a solid surrounding for it using nodraw. You will also need to use nodraw func_doors, that open and close at the same time as the model animations, for the top part that opens.
See the button and door tutorial on the wiki, as the principle is the same, other that the animation thing.
Quote from Leck on November 15, 2007, 5:14 pmWhen I tried to put an incinerator/ephenizor in my map, and triggered it to 'setanimation' 'open', it kept replaying the open animation over and over, instead of just playing it once and staying open. How do i get it to stay open?
When I tried to put an incinerator/ephenizor in my map, and triggered it to 'setanimation' 'open', it kept replaying the open animation over and over, instead of just playing it once and staying open. How do i get it to stay open?
Quote from msleeper on November 15, 2007, 5:31 pmEuthanize, euthanized, euthanizer
Euthanize, euthanized, euthanizer
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Quote from NocturnalGhost on November 15, 2007, 5:54 pmDuffedwaffe wrote:Well where would I put the door, and where would it go?Make 2 doors, and put them in the iris part of the model, oriented on the same angle. Make them as two halves of an octagon. When you trigger the open animaton, make these 2 doors slide outwards to either side, to allow objects to fall through.
Leck wrote:When I tried to put an incinerator/ephenizor in my map, and triggered it to 'setanimation' 'open', it kept replaying the open animation over and over, instead of just playing it once and staying open. How do i get it to stay open?Either you have mistakenly selected "set default animation" instead of "set animation", or your triggering mechanism is repeating itself somewhere.
Make 2 doors, and put them in the iris part of the model, oriented on the same angle. Make them as two halves of an octagon. When you trigger the open animaton, make these 2 doors slide outwards to either side, to allow objects to fall through.
Either you have mistakenly selected "set default animation" instead of "set animation", or your triggering mechanism is repeating itself somewhere.
Quote from Duffers on November 16, 2007, 10:30 amNocturnalGhost wrote:As for walking through it, the model is not solid by default, and you should build a solid surrounding for it using nodraw.To anyone reading this, I suggest using Invisible instead. NoDraw can make things you WANT visible go invisible.
To anyone reading this, I suggest using Invisible instead. NoDraw can make things you WANT visible go invisible.
Quote from Artesia on November 16, 2007, 5:21 pmif im not mistaken, it was actually refered to as an 'incinerator' in the game... they wanted you to euthanize your cube in the incinerator.
if im not mistaken, it was actually refered to as an 'incinerator' in the game... they wanted you to euthanize your cube in the incinerator.
Quote from Crooked Paul on November 16, 2007, 7:06 pmGLaDOS consistently refers to them as "Aperture Science Emergency Intelligence Incinerator[s]."
But that's a bit of a mouthful, so "incinerator" or "euthanizer" are fine with me. (Although technically a euthanizer should be for killing the Companion Cube only.)
GLaDOS consistently refers to them as "Aperture Science Emergency Intelligence Incinerator[s]."
But that's a bit of a mouthful, so "incinerator" or "euthanizer" are fine with me. (Although technically a euthanizer should be for killing the Companion Cube only.)
Quote from BlackSphinx on November 18, 2007, 4:41 pmHow about a Fifteen Hundred Megawatt Aperture Science Heavy-Duty Super Colliding Super Button?
How about a Fifteen Hundred Megawatt Aperture Science Heavy-Duty Super Colliding Super Button?