Have spent some time with triggerables! So I made a little tutorial on making the elevator work and the same would apply to doors and other objects.
I should also point out that there is a sincere lack of triggerables in PR so my new map will have various triggers available (maybe an easter egg too)
I have also been able to mimic some "Levolution" events which are hidden triggers on a map which can essentially change the map layout considerably using ambient effects and destruction.
I will post a further video about this at a later date when I have all the delays and timings correct. Needless to say.... It's a game changer when you have a good collection of triggerable targets in the right places
Re: Tutorial on Triggerables/Targets
Posted: 2018-08-26 05:33
by ALADE3N
you are so brilliant man, i was also wondering about those trains if we can make them work like this
I have started to work on finding ways for the triggerable event to be triggered by python, thus also finding a way to close the gap between the trigger and also playing audio too.
It would be possible as it was done in BF2 Special forces so iv'e managed to get my old CD ROM of SF out to rip out any old files to take a closer look at.