• Help figuring out a key system
    7 replies, posted
I'm working on a house in Hammer and I was hoping someone could explain to me how I could create a key system for picking up physical keys in game and using them to advance through the house
trigger_proximity ie nh2 or hl2s plug puzzle
[QUOTE=themeatsword;38106081]I'm working on a house in Hammer and I was hoping someone could explain to me how I could create a key system for picking up physical keys in game and using them to advance through the house[/QUOTE] let's say you wanted to make a key that opens up a bedroom door. create a little trigger_multiple volume by the bedroom door, that when activated by physics props, unlocks the door. However, link the trigger volume to a filter_activator_name so that only physics props named "key_bedroom" (such as a prop_physics) are able activate it! tada!
You wouldn't need a trigger_multiple unless the door would re-lock itself after a certain amount of time or unless you wanted the player to lock it again. It would only need to be a trigger_once.
[QUOTE=WitheredGryphon;38106337]You wouldn't need a trigger_multiple unless the door would re-lock itself after a certain amount of time or unless you wanted the player to lock it again. It would only need to be a trigger_once.[/QUOTE] true
[QUOTE=brerben;38106317]let's say you wanted to make a key that opens up a bedroom door.create a little trigger_multiple volume by the bedroom door, that when activated by physics props, unlocks the door. However, link the trigger volume to a filter_activator_name so that only physics props named "key_bedroom" (such as a prop_physics) are able activate it! tada![/QUOTE] I guess I wasn't clear in what I said. I didn't mean literally picking up an object. I meant as in picking up and object and it goes in your "inventory". Then going to the previously locked door will now unlock because you obtained that key.
Then just make a func_button whose output unlocks the door.
good idea, i'll try that
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