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
Triggerables
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: Triggerables
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
My latest favourite "secret place" is on Ia Drang for example
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Sgt. Mahi
- Posts: 984
- Joined: 2008-03-27 07:44
Re: Triggerables
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
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: Triggerables
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
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.
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qs-racer
- Posts: 335
- Joined: 2010-02-07 10:25
Re: Triggerables
Also Silent Eagle Rocket silo bunker 
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Triggerables
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.
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.
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Dogbox
- Posts: 67
- Joined: 2008-10-08 06:50
Re: Triggerables
Thanks for all the posts! They're all so interesting! Will look out for those mentioned on the map next time 
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.
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.
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strima
- Retired PR Developer
- Posts: 2205
- Joined: 2007-02-10 15:04
Re: Triggerables
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... 



