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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Func_Train
Genral_CHANG~rb
General Member
Since: Dec 23, 2006
Posts: 2677
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 5, 2003 10:28 pm
is this possible? having 2 Func_Trains running at a time? cause i'm having a warp core ejection, and this is how i'm going to do it..

I want a button to activate the warp core ejection..
as I push the button, the warp core ejects and a forcefield comes up, (both those should be a func_train)

is that possible to have 1 button to activate 2 Func_Train entities? ???
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ZIpZZAm~rb
General Member
Since: Dec 23, 2006
Posts: 199
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 5, 2003 11:34 pm
Afaik, when you trigger func_trains, they never do what you want them to do, or at least thats how it was for me when I tried it. But you could probably trigger them both at the same time by giving both func_trains the same targetname, and setting the button to target that targetname.
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Lord Dave~rb
General Member
Since: Dec 23, 2006
Posts: 1843
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Jan. 5, 2003 11:56 pm
:s2: Why would you want to do that????  All you need to do (and i'm assuming it's for single player) is make the func_train do what you want, then in a script, use the forcefield brush.  All it is is a use command with the targetname of the forcefield.
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Genral_CHANG~rb
General Member
Since: Dec 23, 2006
Posts: 2677
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 6, 2003 12:05 am
Quote (Lord Dave @ Jan. 05 2003,5:56)
:s2: Why would you want to do that????  All you need to do (and i'm assuming it's for single player) is make the func_train do what you want, then in a script, use the forcefield brush.  All it is is a use command with the targetname of the forcefield.

Holomatch, isn't this possible?? :s8:
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Scooter~rb
General Member
Since: Dec 23, 2006
Posts: 751
Last: Dec 23, 2006
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Level 7
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 6, 2003 04:50 am
What you want to do is possible, but I'm not sure how to do it. A guy in Florida by the name of Luke is working on a map that has an ejectable warp core with a forcefield coming up around it.

Here's his email address: Commander_luke@hotmail.com

Tell him Scooter sent ya.
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Blacksmith1~rb
General Member
Since: Dec 23, 2006
Posts: 2026
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Jan. 6, 2003 05:40 am
Make both of them doors?
or, and this is a guess, use the toggle flag and then hook it to a no_draw covered Func_button.
It might work.

To get them to work together hook the button to a target relay and that to the trains or doors.
if you want the force field to come up and then eject the core put a target delay just before the warp core give it key wait value 1 or 2.

I would set it this way, But make the force field a door, the warp core a func_plat with wait of -1. this setting is "never close (return) " on a door, so I think it will do the same here.
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