Texture Lights
Inafiscisis
Join Date: 2003-04-30 Member: 15965Members
<div class="IPBDescription">that switch on & off....</div> Ey, its me again, the idiot that tried to map with nstr...
This time I am trying to make a marine start that is completely dark (save for a spotlight at comm chair), but
when you log onto cc, i want some texture lights to light up. I think I saw a tutorial somewhere, but Ive
searched google and several mapping sites, but I think it was on selective design, and they're down atm <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I know how to trigger things on logon and logoff, but toggling texture lights are beyond me...
help greatly appreciated.
This time I am trying to make a marine start that is completely dark (save for a spotlight at comm chair), but
when you log onto cc, i want some texture lights to light up. I think I saw a tutorial somewhere, but Ive
searched google and several mapping sites, but I think it was on selective design, and they're down atm <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I know how to trigger things on logon and logoff, but toggling texture lights are beyond me...
help greatly appreciated.
Comments
Then its an option in the brush based entity settings.
then the brush entity with the glowing texture has a name "@whatever" and a button aims at "whatever".
not sure were the @ belongs to but its just in the name OR in the target.
Any idea as to where one such fgd could be found?
I tried to make switchable texture lights but could never get it to work. Another thing you have to consider is how you plan to turn them on. There isn't a triggerOnLogin on the CC.
[About triggering on login and logout of cc]
No trigger huh? Have you checked ChromeAngel's site?
(<a href='http://nsworld.ns-central.co.uk/mappingguide/appendix7.htm' target='_blank'>ChromeAngel's NS mapping guide (Appendix 7)</a>. Check under 'The Marine start' somewhere...)
Theres a sample map with some lights triggered when you log on and off. just a few trigger_relays named accordingly:
commandstationuse1 = triggered on login
commandstationlogout1 = triggered on logout
It's not used very often though. dont see it in official maps, havent even seen any custom maps with it... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Even a l00ser like me managed to get it working <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
[About searching the forum]
I did. Came up with nothing of use.
<b>trigger_presence</b> (place this around the command chair. the cc shouldnt be reachable without passing this zone)
name: noobcomm
aims at: turniton
<b>trigger_random</b> (this trigger_random turns the light off every game reset, but only if its put on)
aims at: lightstatus
shortest fire time: 0
longest fire time: 0
<b>trigger_relay</b>
name: lightstatus
aims at turnitoff
<b>multi-manager</b> (turns light off on game reset, if its turned on)
name: turnitoff
0 gamestart (deactivates the aility to turn on the light on game reset (out of sync))
0.001 waitforcomm (activates the trigger_presence to turn on the light)
0.002 light (turns light off when it should be on)
<b>trigger_changetarget</b>
name: gamestart
target: lightstatus
set target to: scorpian (fake aim, so that a game reset does not put on the light)
<b>trigger_changetarget</b>
name: waitforcomm
target: noobcomm
change target to: turniton
<b>multi-manager</b> (turns light on when anything passes the trigger_presence and the light is off)
name: turniton
0 ignorecomm (deactivates the aim of the trigger_presence)
0.001 gamereset (activates the ability to turn off light on game reset)
0.002 light (turns light on when it should be off)
<b>trigger_changetarget</b>
name: ignorecomm
target: noobcomm
change target to: scorpian (fake aim so that passing the trigger_presence twice doesnt toggle lights off)
<b>trigger_changetarget</b>
name: gamereset
target: lightstatus
set target to: turnitoff
<b>func_wall</b>
name: @light
Make it "on at game start", not sure about that.
This can get out of sync if the comm joins the zone the same time as the game resets (0.001 seconds).
You could use 2 masters instead of the 4 trigger_changetargets, one for the trigger_presence and one for the trigger_random.
This propably saves you 2 entities, and can cause other problems.
Togglable texture lights are supported by these compile tools- you'll need to use them to compile. XP-Cagey's modified version should also work, since it was based on these tools.
<b>trigger_presence</b> (place this around the command chair. the cc shouldnt be reachable without passing this zone)
name: noobcomm
aims at: turniton
<b>trigger_random</b> (this trigger_random turns the light off every game reset, but only if its put on)
aims at: lightstatus
shortest fire time: 0
longest fire time: 0
<b>trigger_relay</b>
name: lightstatus
aims at turnitoff
<b>multi-manager</b> (turns light off on game reset, if its turned on)
name: turnitoff
0 gamestart (deactivates the aility to turn on the light on game reset (out of sync))
0.001 waitforcomm (activates the trigger_presence to turn on the light)
0.002 light (turns light off when it should be on)
<b>trigger_changetarget</b>
name: gamestart
target: lightstatus
set target to: scorpian (fake aim, so that a game reset does not put on the light)
<b>trigger_changetarget</b>
name: waitforcomm
target: noobcomm
change target to: turniton
<b>multi-manager</b> (turns light on when anything passes the trigger_presence and the light is off)
name: turniton
0 ignorecomm (deactivates the aim of the trigger_presence)
0.001 gamereset (activates the ability to turn off light on game reset)
0.002 light (turns light on when it should be off)
<b>trigger_changetarget</b>
name: ignorecomm
target: noobcomm
change target to: scorpian (fake aim so that passing the trigger_presence twice doesnt toggle lights off)
<b>trigger_changetarget</b>
name: gamereset
target: lightstatus
set target to: turnitoff
<b>func_wall</b>
name: @light
Make it "on at game start", not sure about that.
This can get out of sync if the comm joins the zone the same time as the game resets (0.001 seconds).
You could use 2 masters instead of the 4 trigger_changetargets, one for the trigger_presence and one for the trigger_random.
This propably saves you 2 entities, and can cause other problems.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thanks Ollj. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Alternatively, instead of using precious entities on the trigger_presence, the trigger_changetargets and the
multi_managers, I could just have a trigger_relay named commandstationuse1 (which is always triggered on
cc usage (looks like nobody here knows about it tho)) turn the lights on, and a trigger_random + another
trigger_relay turn em off...this will save me 4 entities and god knows how many potential problems... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><i>From ChromeAngel's NS mapping guide
When the console is used by a team member it fires a trigger called 'commandstationusen' where n is the number of the team. Their are 2 other triggers 'commandstationlogoutn' and 'commandstationdestroyedn' which work in a similar way when logging out and destroying the console. All three triggers toggle the status of entities with those names.
</i><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
See appendix 7 on his site for more info on this and a sample map...thank god for ChromeAngel <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Oh, and thanks for the link Kage.
(btw, you mean that the standard vhe compiling things don't support it? (ah nvm, who uses those anyways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->))
That would be all for the n00b...for now.