Question About Func_weldable.

Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
edited January 2003 in Mapping Forum
<div class="IPBDescription">Been avoiding it</div> Bah stupid keyboard.

Question is: How do I make the func_weldable brush entity stay invisible after the weld is complete. Im getting the brush entity appearing RIGHT as the weld is complete and the trigger fires.

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    set the alpha values in the entity properties to 0, and I think uncheck the 'always draw' flag.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Done and done. Didnt work.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    I found a "how to make a vant with a weldable shut"-tutorial the other day, but lost the link (shame on me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> ).
    Anybody know this tutorial or has one himself ? I think that would help those who are not that familiar with the new functions NS bares for mappers.

    -=HyPeR=-
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    I am familiar with most of them, but I havent really found a good place for weldables in my map since Im trying to lay out the map for balance testing first. I'll add welds in a future beta.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    Read my thread that I posted awhile back on func_weldable:
    <a href='http://www.unknownworlds.com/forums/index.php?s=&act=ST&f=4&t=14772' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=14772</a>

    Maybe I'll get around to writing a tutorial on it.
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