panels problem
I like how this essential information isn't on the VDC; http://developer.valvesoftware.com/wiki/Panels
Edit: Added to VDC
Also dont double post. Click the edit 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.
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?
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.
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.