Tie Objects To Entity

GSHoundGSHound Join Date: 2003-08-05 Member: 18940Members
<div class="IPBDescription">Just a little help please</div> Ok, now I have created my ready room, and I need to make people join teams. I do this by tying and object to the entity of jointeam... but! How do I make my objects invisible and for people to be able to walk through them? (I believe this is called noclip?)

Any help? Thanks!

Comments

  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Basically are you on about how to make a sign that says Join Aliens/Marines etc that players can walk through, and then an area where they actually join the team

    ND
  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    Simple, take the AAATRIGGER texture, make it fill the area you want people to walk in when they join a team, then click the toEntity button while selecting it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    That might not have been what he was on bout <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    1. Do what he said (the "Null" texture can be used as well as AAA trigger)
    2. For the sign that says Join Alien/Marines/Observer/Random create a simple cuboid. Texture one side with the join team texture and the other 5 faces with the null texture. Then tie to entity "func_illusionary" and set renderfx to distort and render mode to additive.
    This will give you a join team floating sign

    ND
  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    He was talking about how to make people walk through an invisable brush and join a team, but good info about the sign anyway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    Now help me with my stupid issue a few posts down <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • GSHoundGSHound Join Date: 2003-08-05 Member: 18940Members
    AHh yes sweet, thanks guys! I've figured it out after some error! Goodluck and thank you again!
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    lol, AAAtrigger isn't a special texture. If you don't make the entity it is on invisible, you will see the texture normally.

    You can use ANY texture on an invisible ent, since it's well... Invisible...

    For floating signs that you can walk through, you'll want to make thin brush and turn them into a func_illusionary. For the actual join team, make it a big box, and turn into into that err... team joining entity.... (soz, bad memory...). It should automatically be both invisible and passable, but if it isn't then go into it's properties and check the flags section.
  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    It's just a good habbit to use AAATRIGGER <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    why? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    I think null is better, because all of its lighting information is discarded. You can be completely sure that null will be eradicated for the visible hull.
  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    If you use one texture for all invis entities, you can easily look at your map, and know that's an invis entity, instead of saying, "Why did I put that door in the middle of a hallway?"
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    The point is that there is a huge difference between telling somebody that they MUST use either null or aaatrigger, or that they SHOULD use null or aaatrigger.

    The problem with simply telling him to use aaatrigger is that one day he's going to use it on an entity incorrectly, compile his map and go "omgWTHh4x?" when it appears totally visible in his map...
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    AAA TRIGGER CAN CAUSE CRASHES IN NS
    ESPECIALLY IF USED IN READY ROOMS
    please use null instead
  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    I DESPISE aaatrigger!
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