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PostPosted: Sat Feb 06, 2021 7:47 pm 
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Brachiosaurus
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Joined: Sun Jun 25, 2017 11:48 pm
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I want to make a simple keypad map as an example. Can anyone help me create one? I'll make the map and add the pad and card, and place a movable door. But I need someone to help with or explain how to add the triggers.

When I get it working I'll do a write up on here for future reference.

Maybe its as simple as importing the trigger from another map and then copy pasting new script. Then apparently the door itself. I.d.k. never done it before.


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PostPosted: Sat Feb 06, 2021 9:56 pm 
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T-Rex Killer
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Well, as you've said, it's best to look at other levels which do it.

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PostPosted: Sat Feb 06, 2021 10:20 pm 
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Brachiosaurus
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I've tried but for instance Lab doesn't have any triggers underneath the card reader. That confuses me. I've been looking at town though. What im gonna do is copy the script from as many pads as I can find in IT and compare them. Same with the movers. See what I come up with.


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PostPosted: Sat Feb 06, 2021 10:49 pm 
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T-Rex Killer
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Yes, not always the triggers are located near the related objects (they don't need to be). But you can use the search function in TresEd and search for the object's name within the script...

EDIT: actually, in the Lab level, the corresponding triggers are three cubes under the base at the bottom of the keypad...

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PostPosted: Sun Feb 07, 2021 8:00 am 
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I think the keypad in Town is the easiest to learn from. The triggers and right below it and there isn't a lot of other triggers around it so you can easily find them. Just remember to import the animated texture object for the keypad, for Town it the "SSecurityPadXXKey00t2.bmp-00" (XX = number) below the keypad. In this case they are just invisible instances. These are required to make the keypad change colour when you press them.

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PostPosted: Tue Feb 09, 2021 5:03 pm 
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T-Rex Killer
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I believe Tatu has the given the most helpful advice. Keypad triggers can look a little daunting but with focusing on that, it ought to work.

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