CaptainChar Posted May 7, 2013 Posted May 7, 2013 And I don't mean minecraft, is there a way aside func_train that I can think of to make large piston like areas of a map move up and down in sequence? example: 1 2 3 4 , pistons 1 and 3 are level with the ceiling, while 2 and 4 are exposed to the player area, when 2 and 4 retract back to the dead level with floor position, there is a slght pause between cycles and 1 and 3 come down from the ceiling my conclusion is to use a carefully timed Func_train entity, if anyone else has a better method for this to work, id appreciate input Odeyseis likes this
eezstreet Posted May 8, 2013 Posted May 8, 2013 A func_door, with angles set appropriately and a target_delay linked from the door which links back to the door. A trigger_always targets the door. Or a func_bobbing.
CaptainChar Posted May 8, 2013 Author Posted May 8, 2013 I never considered the func_bobbing before interesting I will have to play around with this area of my map as a separate map just to get it working, don't wanna screw everything up and not have an original to fall back on
mrwonko Posted May 8, 2013 Posted May 8, 2013 don't wanna screw everything up and not have an original to fall back onSounds like you should look into revision control.
CaptainChar Posted May 9, 2013 Author Posted May 9, 2013 I occasionally back my mapping up to my external, just not as frequent as I should
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