<!--QuoteBegin--coolcookiecooks+Jul 6 2003, 04:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coolcookiecooks @ Jul 6 2003, 04:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hello, im a n00b at sequences etc <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> so can someone show me how to make it so a laser shoots quickly then waits for a mittle time then shotts again, then waits for 1 second while makign sounds trigger?
ty -=F4F=- Cookie <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Having a multimanager trigger the env_laser would be simpler than making it a sequence. Just have the multimanager turn both the laser and the sound on and off to match what you want.
Hmm, irritating problem i'm having. I'm trying to put in a "holo-sign", like that in ns_nothing and ns_bast. These are done using models, so i made one and now i'm trying to place it. Using the cycler entity it has a human sized hitbox, and for a little sign, this is not acceptable. Trying other entities only results in very odd effects. I've finally settled to using monster_furniture (like i have done elsewhere in the map) but the problem with this is that gravity affects it (see picture below). Anyone have any ideas how i can place this sign in my map? (And yes, i want to use the model for the nice hologram effect, so saying "use a texture" won't cut it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
<span style='font-size:8pt;line-height:100%'>EDIT: Ignore the lack of lighting and texturing, i've only built what's there as a placeholder for the time being <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--></span>
If, by the holo-sign in ns_bast, you mean the bast logo in the ns_bast readyroom, he used a sprite for it. You can also get the hologram effect with a texture by using a func_illusionary. If you want to use a monster_furniture just place the entity where you want it then put a 1x1 worldbrush cube textured clip in the center of it. The clip will be invisible but will support the model so it will fall on it instead of the floor.
<!--QuoteBegin--Shadowics+Jul 7 2003, 04:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 7 2003, 04:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you want to use a monster_furniture just place the entity where you want it then put a 1x1 worldbrush cube textured clip in the center of it. The clip will be invisible but will support the model so it will fall on it instead of the floor. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You're a star, that worked like a dream, thanks dude <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
To make something weldable you need to use the func_weldable entity. There are two ways you can do what you are trying to do.
The simple way is to make a func_weldable that covers the entrance to the tunnel. When the marines weld this it will become solid and block anyone from entering the tunnel.
The slightly more complex way is to have the func_weldable look like a button and have it target a door to close the tunnet when welded.
To set up to the weldable you have 'weldableHealth' - this is the health it has after being welded, -1 means invincible, anything else will make it act like a func_breakable after it is welded. 'weldableTime' - the time it takes to weld in seconds. 'targetOnFinish' - trigger that is fired when it is finished being welded, this would be the name of the door for the second method.
<!--QuoteBegin--Shadowics+Jul 8 2003, 01:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 8 2003, 01:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To make something weldable you need to use the func_weldable entity. There are two ways you can do what you are trying to do.
The simple way is to make a func_weldable that covers the entrance to the tunnel. When the marines weld this it will become solid and block anyone from entering the tunnel.
The slightly more complex way is to have the func_weldable look like a button and have it target a door to close the tunnet when welded.
To set up to the weldable you have 'weldableHealth' - this is the health it has after being welded, -1 means invincible, anything else will make it act like a func_breakable after it is welded. 'weldableTime' - the time it takes to weld in seconds. 'targetOnFinish' - trigger that is fired when it is finished being welded, this would be the name of the door for the second method. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> thx alot dude
it is still REALLY confusding lol but ill figure it out lol
i was thinking maybe if i did some doors with a rock texture on and they could be default to open until welded then shut?
Right, so you would make the func_doors as you want them. Set the flag "starts open" and give them a targetname. Then you would make a func_weldable where you wants the marines to be when the closed it. Think of the func_weldable like a func_button, except you weld it instead of hitting 'use'. Then in the func_weldable you set the targetOnFinish to the name you gave the func_door. So, when the marines weld the func_weldable, it will shut the door.
i have a button so that when u press it it triggers some trigger_relays to set things off at different times. only one of them doesnt work, and thats the sound. any reason why?
Ok, first I would recomend you use a multimanager, as it can trigger a bunch of different things at different times but is only one entity as opposed to a bunch of trigger_relays.
The problem you're having, one of your trigger_relays is supposed to trigger a sound, but the sound doesn't go off, right? I can't really help you there. The problem probably isn't in your trigger setup, as I've heard a lot of people having problems with sounds. I, personally, have never gotten any sounds to work at all in a map. That's really something I need to look into soon.
oh its ok now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> it was set to off lol.
In the NS 2.0 fgd the entity monster_furniture has been removed. I was using this to display a few models in my map since this was the only way i found that didn't screw up the entities or have some really strange invisible hitbox. Now it's been removed i've been forced to use cyclers which totally screw things up, don't work properly, and have the aformentioned errors with the hitbox.
some time has passed since ppl wrote stuff here instead of flooding the forum with their "unique" questions. I tried to integrate an env_shake entity. but... unfortunatelly it doesnt seem to work. "ns specific non working"-entity? this would be sad... cause it would make a great effect...
There used to be an overlay tutorial at Selective Design, but I don't know when that site will be up again...
Basically, you make your light as usual. Then make a new brush 1 unit thick right on top of the light face. Cover all of its sides except for the light face with null. Cover the light face with the correct overlay texture. Then make the thin brush into a func_illusionary, render mode additive, render amount 255.
A couple of things to remember: to save entities, combine several close by overlays into one func_illusionary. Also, not all lights come with an overlay texture; you might have to make it. It's pretty easy, just make the non-light parts into solid black. One last thing: don't make a .rad entry for the base light; instead make one for the overlay texture.
Comments
ty -=F4F=- Cookie <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Having a multimanager trigger the env_laser would be simpler than making it a sequence. Just have the multimanager turn both the laser and the sound on and off to match what you want.
<img src='http://deus.org.uk/files/problem.jpg' border='0' alt='user posted image'>
<span style='font-size:8pt;line-height:100%'>EDIT: Ignore the lack of lighting and texturing, i've only built what's there as a placeholder for the time being <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--></span>
You could always use an env_sprite. These are non-solid, but setting the angles of models with them doesn't work properly.
You're a star, that worked like a dream, thanks dude <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
YAY!!
but either way.. i am doing an outdoor map (dont mock till you see it)
i have tunnels which go underground... for the skulks mainly.. now the marines can shut them off.. using welders.. this would take 4 mins!
how do i do this?
i can make the tunnel etc i just need to know how i can make it weldable and then how to make it closed up after welding...
The simple way is to make a func_weldable that covers the entrance to the tunnel. When the marines weld this it will become solid and block anyone from entering the tunnel.
The slightly more complex way is to have the func_weldable look like a button and have it target a door to close the tunnet when welded.
To set up to the weldable you have 'weldableHealth' - this is the health it has after being welded, -1 means invincible, anything else will make it act like a func_breakable after it is welded. 'weldableTime' - the time it takes to weld in seconds. 'targetOnFinish' - trigger that is fired when it is finished being welded, this would be the name of the door for the second method.
The simple way is to make a func_weldable that covers the entrance to the tunnel. When the marines weld this it will become solid and block anyone from entering the tunnel.
The slightly more complex way is to have the func_weldable look like a button and have it target a door to close the tunnet when welded.
To set up to the weldable you have 'weldableHealth' - this is the health it has after being welded, -1 means invincible, anything else will make it act like a func_breakable after it is welded. 'weldableTime' - the time it takes to weld in seconds. 'targetOnFinish' - trigger that is fired when it is finished being welded, this would be the name of the door for the second method. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
thx alot dude
it is still REALLY confusding lol but ill figure it out lol
i was thinking maybe if i did some doors with a rock texture on and they could be default to open until welded then shut?
i have a button so that when u press it it triggers some trigger_relays to set things off at different times.
only one of them doesnt work, and thats the sound. any reason why?
The problem you're having, one of your trigger_relays is supposed to trigger a sound, but the sound doesn't go off, right? I can't really help you there. The problem probably isn't in your trigger setup, as I've heard a lot of people having problems with sounds. I, personally, have never gotten any sounds to work at all in a map. That's really something I need to look into soon.
also look in your ZHLT directory on the hard disk. There is a text file containing all the updated commands.
In the NS 2.0 fgd the entity monster_furniture has been removed. I was using this to display a few models in my map since this was the only way i found that didn't screw up the entities or have some really strange invisible hitbox. Now it's been removed i've been forced to use cyclers which totally screw things up, don't work properly, and have the aformentioned errors with the hitbox.
Can anyone help at all with this?
I tried to integrate an env_shake entity. but... unfortunatelly it doesnt seem to work. "ns specific non working"-entity? this would be sad... cause it would make a great effect...
Basically, you make your light as usual. Then make a new brush 1 unit thick right on top of the light face. Cover all of its sides except for the light face with null. Cover the light face with the correct overlay texture. Then make the thin brush into a func_illusionary, render mode additive, render amount 255.
A couple of things to remember: to save entities, combine several close by overlays into one func_illusionary. Also, not all lights come with an overlay texture; you might have to make it. It's pretty easy, just make the non-light parts into solid black. One last thing: don't make a .rad entry for the base light; instead make one for the overlay texture.
My med packs, and ammo are geting stuck on top of the funk_wall, though other things do passthrough, such as res twrs, etc
also, how do u make glass see throubale for both comm, and player?
amckern
the null texture shows in the game. what am i doing wrong?
its a func_illusionary, all sides except front are covered in null, render mode is additive, fx amount is 255.
im compiling using worldcrafts frontend. but i dont think that is the problem.
edit: it was the tools somehow. it worked the second time i installed them. weird. oh well. problem solved