trying to make stairs with arm panels help
I guess what I am trying to do is make it pop out of the floor and create a ramp to the next level of the puzzle. I am surely lost here.
Sincerely,
Harley Frank
Sincerely,
Harley Frank
Thats because you must turn at every panel the animation to "idle" (Under the tab "model")
and "Then" you place them.
Sincerely,
Harley Frank
harmeister wrote:
Here is what is going on: http://www.mediafire.com/view/?jdauwiinmoyiimjSincerely,
Harley Frank
the problem is that the pannel brushes don't know that they have to stick to the model.
In order to do that you have to have a logic_auto that sets the parent_attachment_maintain_offset to the appropriate attachment point. That'll tell them to stay linked to the proper part of the pannel.
For the name of the appropriate attachment point either look in the instance or browse in the model browser.
Sincerely,
Harley Frank
harmeister wrote:
cough don't understand coughSincerely,
Harley Frank
Panel func_brush properties:
Parent:
Logic_auto outputs:
OnMapSpawn -> -> SetParentAttachmentMaintainOffset -> panel_attach
If all else fails, use this instance:
Panel Stairs Instance

Sincerely,
Harley Frank
Else if you having problems walking up the stairs, make an invisible brush that activates when the stairs do. That way you walk up the brush and not the stairs...
Look at sp_a1_intro_5 if you dont know how to do that.
If you haven't notice by now, I am rather new at this, but any help is much appreciated!
Sincerely,
Harley Frank
harmeister wrote:
In the PTI: you can place a lift platform and use it to however height you need it. I found the lift platform model in the p2editor instances files and was wondering how to use it. How do I trigger it to go up and down, and how height can it go.
Place a func_instance and change its VMF Filename to instances/p2editor/lift_standalone.vmf
There will be the following variables:
$allow_auto_trigger - Auto trigger (I normally put 1***)
$connectioncount - Connection Count (I normally put 1***)
$start_up - *Start Up? (I normally put 0***)
$top_level - How high this will go, range from 128 units per value. (Desired***, if you want the lift to go up 2 128 units high, then put 2)
$bottom_level - How high should it start, range from 128 units per value. (**Desired***, if you want the lift to start at 1 128 units high, then put 1. If you want the lift to start at the floor, then put 0)
Format for above explanation:
Variable - Explanation (*Value***)
Sincerely,
Harley Frank
harmeister wrote:
Ok so what do I link the trigger to?
OnTrigger -> instance:counter;Add
If you are using a button, replace OnTrigger with OnPressed and add another output:
OnUnPressed -> instance:counter;Subtract
Sincerely,
Harley Frank
harmeister wrote:
Oh, thanks! Now if I follow the same method to attach a texture to an arm panel, will it work for the lift?Sincerely,
Harley Frank
Nope. I don't think the lift have an attachment point.
Sincerely,
Harley Frank