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old Re: func_dynwall

DC
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... you didn't even tell us the actual problem dude. Please explain us what you want to do and what happens/goes wrong.

old Re: func_dynwall

mozilla1
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Flacko has written
√When asking for help:

•1- Describe what you're trying to achieve: This is essential, as it allows us to understand your code better (because we won't have to guess what are you doing) and we will be able to suggest to do things in a different way for making your code simpler or more efficient,
Or (in some cases) we will sadly have to tell you that what you're trying to achieve is impossible.

•2- Post your script: I think there's no need to explain why you should post your script (or atleast part of it, in case it's too big)

•3- Describe your problem: It will never be enough with saying
Noob has written
This LUA skript not work, fix its pleaze. The cat is under the table, lololol.
[posts long copy-pasted and/or lamely modified class script]



If you write something like that I will seriously think you're mentally unable to program in Lua and I will have wasted my bandwidth and time reading your lame post.

Please, when you describe your problem use decent spelling and grammar. This is a forum, not a freaking chat.

"This doesn't work" is not a valid description, you should write a decent text that is convincent enough to make me think you're putting some effort into this. Try to articulate an english text that looks like this:
Good boy has written
Hello, I was trying to make a script that whenever X condition is met, Y thing should happen, however, when I run my script nothing happens even though X is met and this error Z is written in console. Here is my script [script]. Thanks beforehand.


I guess it applies for general things. So be it.

old Re: func_dynwall

ShouldBeNew
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What do you wanna do? Open a door? Then make a dynwall name it as eg.: blablabla and then make the use trigger and select a model. Then in the trigger type in the thingy what you named so i named it blablabla. But if you want to do it door opening with stepping then use the move thingy and use the same trigger. Blablabla.

old Re: func_dynwall

71
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good luck user Agustindz23 , 2x failure combo.
Well, you need to check your "cs2dfolder"/sys for viruses.

old Re: func_dynwall

Jela331
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Dude, you did it wrong. When you make a dynamic wall, you do not put a tile over it, if you want a dynamic wall with a certain tile you just enter the tile id in "Tile/Frame:", for example: Tile/Frame: 12 and the dynwall will be the tile under id 12. I hope you understood.

old Re: func_dynwall

ShouldBeNew
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This is so wrong. Remove that wall. But there's another way. When you touch the wall in the tiles with the currsor it will tell you what number of tile it is. Eg. 63 (a black box). So now you'll click on dynwall and there where you see frame/tile thingy there you'll type the ID of it. Like i typed 63.

EDIT: Dang it Jela we posted at the same time

old Re: func_dynwall

Junior3534
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Dude when you making a dwall,put tile/frame to a tile that isnt wall(just hold mouse on a wall that you want to put and it will show ID)

old Re: func_dynwall

8Ball
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> Get your Trigger_Use out of the wall.

> Put it under the wall.

> Set alignment to up.





Also, make sure that there isn't a wall tile under the Func_Dynwall.
      √ Has to be a floor tile.
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