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Posted

A switch triggers water to rise. How can I go about making this happen? Searched through the forum & the wiki, possibly overlooked the solution. Figured posting would help expedite the process.

Thanks for any help.

Posted (edited)

1. Create a water entity (=water_source)

2. Create a small brush (size does not matter) and convert it into an entity of the class "sliding door" (=water mover) - give it the properties

a. frobable - 0
b. noclipmodel - 1


3. Give the water mover the follownig spawnargs to remove the default sounds:

a. snd_move - nosound
b. snd_close - nosound
c. snd_open - nosound

4. Bind the water_source to the water_mover

5. Give the water_mover a fitting translating value, for example "400 0 0"

6. Target the water mover from the switch in question

 

Edited by JackFarmer
  • Like 2
  • Thanks 1
Posted
32 minutes ago, JackFarmer said:

Edit: Sorry man, had to correct step #1 as I forgot that water brushes always have to be converted into water entities.

No worries haha. Thank you for your help, you saved me from a headache!

Posted

One thing I love about idTech 4 and people using this engine, is that we always find many ways to reach the same conclusion, that usage of the sliding door, is really clever and funny at the same time, at lest to me. :D 

Thou the first thing that came to my mind when I read the question was using a func_mover, it exists exactly for that, I'm surprised if there's nothing in TDM wiki about it, if there's not here are something about it, and a more powerful and complex tutorial here thou a slide door is just a special binary func_mover.

Posted
7 hours ago, HMart said:

Thou the first thing that came to my mind when I read the question was using a func_mover, it exists exactly for that, I'm surprised if there's nothing in TDM wiki about it, if there's not here are something about it, and a more powerful and complex tutorial here thou a slide door is just a special binary func_mover.

I believe there's no way to control a func_mover without using a script. Doors have the advantage of having an inbuilt response to frobs and triggers. If you can script, then func_movers are the more elegant option. In this case their advantage would be that you can more easily make it a single-use thing.

  • Like 1
Posted
9 hours ago, Dragofer said:

 In this case their advantage would be that you can more easily make it a single-use thing.

Yes, I had thought of that too, but since @refl3ks hadn't mentioned it, I left that step out. I would have solved this then through a Response on the switch; whereby with the Response "make unfrobable - _self" only a unique Frobbing would have been possible.

Posted
14 hours ago, Dragofer said:

I believe there's no way to control a func_mover without using a script. Doors have the advantage of having an inbuilt response to frobs and triggers. If you can script, then func_movers are the more elegant option. In this case their advantage would be that you can more easily make it a single-use thing.

Indeed func_movers don't do anything unless you script them but they have a good amount of script functions to make it easy to use and is also imo what makes them powerful and versatile, but if a func_door does the job you want, by all means use it. :) 

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