panels problem

Avatar
TVideoMan
7 Posts
Posted Aug 04, 2011
ok so when i press the button and make them play the animation they do it but go back to the postion that they where in before after.
Advertisement
Registered users don’t see ads! Register now!
Avatar
iWork925
1,080 Posts
Posted Aug 04, 2011
Replied 6 minutes later
Open properties on the panel model and set 'HoldAnimation' to true.

I like how this essential information isn't on the VDC; http://developer.valvesoftware.com/wiki/Panels

Edit: Added to VDC

Avatar
TVideoMan
7 Posts
Posted Aug 04, 2011
Replied 36 minutes later
thanks man!
Avatar
TVideoMan
7 Posts
Posted Aug 04, 2011
Replied 9 minutes later
wait i just did that and its still doing the same thing!! UGH!!!!
Avatar
iWork925
1,080 Posts
Posted Aug 04, 2011
Replied 12 minutes later
Upload VMF. Some panel animation include both the in and out in the same animation, and it is difficult to stop it.

Also dont double post. Click the edit button.

Avatar
Lostprophetpunk
409 Posts
Posted Aug 05, 2011
Replied 5 hours later
It seems like it's the outputs of your button.

Have your func_brush (the panel) tied to your animating panel (the prop_dynamic in which you chose a model).

You should have a logic_auto with the output of...

OnMapSpawn -> (name of func_brush)->SetParentAttachmentMaintainOffset -> panel_attach
Make that 'fire once only'.

You should also have a logic relay which sets the animation of the panels (named something like panel_anim or something), with the following outputs...

OnTrigger -> (panel name) -> SetAnimation -> (name of first animation, i.e. opening/closing) -> No delay - no (for only once)

Now this will set your other animation to bring the panel back to it's original form. Find the name of the animation in the world model browser, just like you did for the first animation. Look for the one that closes/opens it to the original position. Write down the name.

Then in the logic_relay outputs create the following output...

OnUser1 -> (panel) -> SetAnimation -> (name of animation for closing/opening panel to original position) -> No delay -> No (for fire once only)

Then for your button (which I think may be the cause of your problem), put the following outputs...

If it's a prop_button, then do this...

OnPressed -> (logic relay name) -> Trigger (for the target) -> No Delay (unless you want one) -> No (for fire once only)
OnButtonReset -> (logic relay name) -> FireUser1 -> No Delay (unless you want one) -> No (for fire once only)

If it's a prop_floor_button, do the same as above but instead of 'OnButtonReset' put it to 'OnUnpressed.

Hope this help solves your problem.

Avatar
iWork925
1,080 Posts
Posted Aug 05, 2011
Replied 1 hour later
Way to quote the VDC. Thanks for that completely redundant post.
Avatar
Brainstone
401 Posts
Posted Aug 05, 2011
Replied 2 hours later
You should upload the vmf or at least tell us, which animation you're using. Maybe the animation plays for- and backwards. Then you'd have to stop it in the middle by setting the animation playback rate to 0.
Avatar
Team Citruz
17 Posts
Posted Aug 05, 2011
Replied 4 hours later
Toggleable panel example:
Attachments
panels_example.vmf
0.10 MB 30 downloads
Avatar
TVideoMan
7 Posts
Posted Aug 05, 2011
Replied 1 hour later
hi. thanks a lot for all your help its working now
Avatar
neco
134 Posts
Posted Aug 05, 2011
Replied 8 minutes later

Lostprophetpunk wrote:
It seems like it's the outputs of your button.

Have your func_brush (the panel) tied to your animating panel (the prop_dynamic in which you chose a model).

You should have a logic_auto with the output of...
OnMapSpawn -> (name of func_brush)->SetParentAttachmentMaintainOffset -> panel_attach Make that 'fire once only'.

Why fire once only?
I thought that logic_auto works like a "global" trigger_once. Yet, why is there a "remove on fire" flag?

Avatar
Lostprophetpunk
409 Posts
Posted Aug 05, 2011
Replied 58 minutes later

neco wrote:
Why fire once only?
I thought that logic_auto works like a "global" trigger_once. Yet, why is there a "remove on fire" flag?

It was in the tutorial I watched on youtube when I first learned panels. He never explained why it was fire once only.

Avatar
neco
134 Posts
Posted Aug 05, 2011
Replied 13 minutes later
Nevermind, I just wanted to understand. I was confused when I saw the above mentionned flag.
Advertisement
Registered users don’t see ads! Register now!
Avatar
iWork925
1,080 Posts
Posted Aug 07, 2011
Replied 2 days later
Lol fire only once is used on trigger_multiples and buttons and such. Like if you had a prop_button:

OnPressed > point_template > ForceRespawn > Fireonlyonce
OnPressed > panel_arm > Setanimation > open
OnUnpressed > panel_arm > Setanimation > open

It would always open/close the panel, but will only drop the cube once.