Triggerables

General discussion of the Project Reality: BF2 modification.
Post Reply
Dogbox
Posts: 67
Joined: 2008-10-08 06:50

Triggerables

Post by Dogbox »

I've modded for BF2 once and I remember how much fun I had playing around with the "Triggerables" function while creating maps. I was able to make openable doors which could be "triggered" to open or close at will by either shooting or pressing a certain button like "E". And create secret bases that completely opened the ground to the base and some other neat stuff like traps and elevators.

Why doesn't PR utilize this somehow? I know the PR developers must know about it.

This is just something I've been wondering about for some time.

Regards
Head IS modeler and animations.
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Triggerables

Post by K4on »

Haha, there are quite some of those mentioned secrets ingame. Seems you just haven't found 'em yet :)
My latest favourite "secret place" is on Ia Drang for example ;)
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: Triggerables

Post by Sgt. Mahi »

Triggerables are too buggy apparantly. May also lead to rubberbanding but I'm not sure.
Peace is that brief glorious moment in history when everybody stands around reloading
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Triggerables

Post by Pronck »

Show me one of those trigferables please :D
We are staying up!
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Triggerables

Post by ghostfool84 »

On Vadso there is that triggerable elevator at dam flag for example ..or the bunker doors at Barracuda (PLA Base) that open when someone moves near the trigger.

edit: and OP Ghosttrain, you can open a door in the tunnels with a trigger
Last edited by ghostfool84 on 2013-02-17 12:05, edited 2 times in total.
qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Re: Triggerables

Post by qs-racer »

Also Silent Eagle Rocket silo bunker ;)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Triggerables

Post by Rhino »

Basically waay to buggy and isn't much you can do with them. I did a lot of the initial experiment work and written tuts on them but at the end of the day, they are simply not worth it. http://www.bfeditor.org/forums/index.ph ... opic=11136

If you could have dest triggerables, it might be a different story as then we could do more work with doors but as it stands, you can only have a dest door, or a triggerable door, not both...

They are also a total b*tch to setup.
Image
Dogbox
Posts: 67
Joined: 2008-10-08 06:50

Re: Triggerables

Post by Dogbox »

Thanks for all the posts! They're all so interesting! Will look out for those mentioned on the map next time :D

EDIT: Oh yes Rhino, I remember how to use the triggerables because of that tutorial of yours. Excellent tutorial man. Thanks for sharing that information to communities.
Head IS modeler and animations.
strima
Retired PR Developer
Posts: 2205
Joined: 2007-02-10 15:04

Re: Triggerables

Post by strima »

It would end up like L4D2 where four people are trying to get out of the safe room at the same time and just get the door slammed in their faces... :lol:
Image
Post Reply

Return to “PR:BF2 General Discussion”