Allow comm to fire outputs to an entity in the map.

Discussion in 'Feedback' started by Blood-Wiper, Jun 22, 2016.

  1. Blood-Wiper

    Blood-Wiper Member

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    So let's say when you're making a map where you have this gate, bridge, explosion, or even a door, but the outcome of enabling the mentioned thing can be disastrous if not done with the correct insight or good decision making abilities, and thus should be something for only the comm to decide. What I am suggesting is to add a menu with buttons to the comm's F2 menu.

    Essentially it would let the comm have access to an entity like this:

    Code:
    @PointClass base(Targetname) = emp_comm_outputs :
        "Commander Buttons."
    [
    
        team(choices) : "Team" : 0 : "For which team's comm is this for?" =
        [
            0 : "Both Teams"
            1 : "Northern Faction"
            2 : "Bernodi Empire"
        ]
       
        button1(string) : "Button #1" : "Button #1" : "The first button's text."
        button2(string) : "Button #2" : "Button #2" : "The second button's text."
        button3(string) : "Button #3" : "Button #3" : "The third button's text."
        button4(string) : "Button #4" : "Button #4" : "The fourth button's text."
        button5(string) : "Button #5" : "Button #5" : "The fifth button's text."
        button6(string) : "Button #6" : "Button #6" : "The sixth button's text."
        button7(string) : "Button #7" : "Button #7" : "The seventh button's text."
           
        // Outputs
        output OnButton1Pressed(void) : "Fired when the comm presses button 1."
        output OnButton2Pressed(void) : "Fired when the comm presses button 2."
        output OnButton3Pressed(void) : "Fired when the comm presses button 3."
        output OnButton4Pressed(void) : "Fired when the comm presses button 4."
        output OnButton5Pressed(void) : "Fired when the comm presses button 5."
        output OnButton6Pressed(void) : "Fired when the comm presses button 6."
        output OnButton7Pressed(void) : "Fired when the comm presses button 7."
       
    
    ]
    And would look something like this ingame:

    [​IMG]
     
  2. Lazybum

    Lazybum :D Staff Member Moderator

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    "Allow bridge to be built"

    I already like this idea.
     
  3. Ranger

    Ranger Member

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    And tower amirit
     
  4. flasche

    flasche Member Staff Member Moderator

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    so its for slaughtered or a map in the making?
     
  5. Varbles

    Varbles Simply Maptastic. Staff Member

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  6. complete_

    complete_ lamer

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    +1 yes please
     
  7. Blood-Wiper

    Blood-Wiper Member

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    Oh sorry Varbles, I hadn't actually bothered to make sure no one else had suggested this, interesting how how we reached a very similar conclusion as to how it should work.

    And yes the "gate" idea was an example from slaughtered, but I'm not suggesting it for slaughtered, I just needed examples to sell this idea and it was the first to come to mind. I haven't really started work on the map that I got this idea from, but while I was brainstorming ideas for the map I wanted explosives to go off only on the comm's order, but couldn't figure out how (closest solution right now is the have a room that only lets the the cv in with a filter and has real func_buttons in it for the comm to press).
     
  8. complete_

    complete_ lamer

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    dont worry you can bump his post in a day or two
     
  9. Solokiller

    Solokiller Member

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    This shouldn't be that hard to add. New entries in the keyboard config, new commands (+combtn1, -combtn1, etc), a server side client command with a filter to verify that it's the commander (emp_commbtn with arguments <buttonid> <down/up>), then just fire the outputs. You'll need an entity to set the outputs on though, an intermediary. That would be the entity you've suggested.
     

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