Func_button help SOLVED

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beecake
484 Posts
Posted Nov 29, 2011
I'm has a door. To open it I use func button. OnPressed; door; SetAnimation; open
But then I have to make the func_button go up. And have a speed of 1000 to make it disappear just when I press it. Is it possible to make it non-solid?
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Brainstone
401 Posts
Posted Nov 29, 2011
Replied 52 minutes later
can't you just lock it?
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beecake
484 Posts
Posted Nov 29, 2011
Replied 26 minutes later

BrainstoneX wrote:
can't you just lock it?

No the point is that i want it to not block my way when i press it. So i can go right throught it. I just cant. It has to an animation (Going up, left, down, in, our, etc)

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JustinKingr
12 Posts
Posted Nov 29, 2011
Replied 6 hours later
Would parenting the button to something that moved downwards when you pressed the button work? Also, why are you using "SetAnimation" on the door? Just putting in "Open" always worked for me...
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spongylover123
944 Posts
Posted Nov 29, 2011
Replied 56 minutes later

JustinKingr wrote:
Would parenting the button to something that moved downwards when you pressed the button work? Also, why are you using "SetAnimation" on the door? Just putting in "Open" always worked for me...

Beecake might have used a prop_dynamic door. Valve did in sp_a1_intro1

And couldn't you kill the entity?

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ChickenMobile
2,460 Posts
Posted Nov 30, 2011
Replied 3 hours later
I would kill the button unless you want to open the door multiple times.

onPressed->!self->kill

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beecake
484 Posts
Posted Nov 30, 2011
Replied 1 hour later

chickenmobile wrote:
I would kill the button unless you want to open the door multiple times.

onPressed->!self->kill

Oh yea it has to move multiple times.

The func_button already moves. It's a preset. It HAS to move. I want me to be able to walk through it

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ChickenMobile
2,460 Posts
Posted Nov 30, 2011
Replied 6 minutes later
Unfortunately there is no option to make a button non-solid. Probably the best thing you can do is make the button move out of the way temporarily.
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beecake
484 Posts
Posted Nov 30, 2011
Replied 37 minutes later
No because then I won't be able to press. I think how I got it right now may then be the best solution. Making the button go up with a speed of 1000. And then when it goes down (after 5 secs) the door closes again
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Spam Nugget
492 Posts
Posted Nov 30, 2011
Replied 58 minutes later
what if you were to texture it with trigger (which you can walk through) and set its render mode to dont render (so its invisible)?
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beecake
484 Posts
Posted Nov 30, 2011
Replied 17 minutes later

Spam Nugget wrote:
what if you were to texture it with trigger (which you can walk through) and set its render mode to dont render (so its invisible)?

No the tirigger texture is not walkthrough-able. It shows up as it looks in hammer. What I'm using is the Invisible texture

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Brainstone
401 Posts
Posted Nov 30, 2011
Replied 7 hours later
I still don't know what you actually want. What is about making a func_door or func_door_rotating with the flag PLAYER+USE OPENS
active and the "delay before reset" set to 5?
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beecake
484 Posts
Posted Nov 30, 2011
Replied 3 hours later

BrainstoneX wrote:
I still don't know what you actually want. What is about making a func_door or func_door_rotating with the flag PLAYER+USE OPENS
active and the "delay before reset" set to 5?

That may be an option... if i can make the door non_solid. I think there is a property called:
Solid in world - Never solid. Thats what i wanted the func_button to be. Never solid

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iWork925
1,080 Posts
Posted Nov 30, 2011
Replied 53 minutes later
Have you considered this: Having to 'bars' across the doorway and tie them to a single func_button? (Ctrl+Click then Ctrl+T). I have tried this and it works to what I think is what you are trying to do. The buttons AOE spans the entire distance but you are able to walk through it.

img

img

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beecake
484 Posts
Posted Nov 30, 2011
Replied 17 minutes later
Thats awesome!!! You understood me! :wink: Thank you iWork! :smile:
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iWork925
1,080 Posts
Posted Nov 30, 2011
Replied 3 hours later
np glad to help. That problem actually stumpped me for a while earlier this year. Took me forever to figure it out.