Dynamic Infestation in NS
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
<div class="IPBDescription">Yes I do mean NS not NS2</div>Ok, now I've got you in here under false pretences, I need you to advise on the feasability of this idea..
Option 1 - <b><u>Semi-Dynamic infestation</u></b>
In NS there are many trigger entities available. Here is my idea to use these to trigger a texture change in the map that will change the textures displayed from marine textures to Alien infest textures on hive build.
If you create hallways in the map textured with normal marine textures and turn the entire wall into a func_breakable which is set to trigger only. On completion of the nearest hive (they should be placed just outside the standard textured areas of the hives.
When this breaks have an exact replica of the wall with alien textures right behind it, making the original textured wall only 1 unit deep.
This is not really dynamic, as obviously once it has been triggered it can't be changed back. If I have got my calculations right (which I probably haven't) you could tie all parts of the wall together as a single breakable entity, thus reducing the need for lots of extra entities. You should only need a trigger on spawn, and a couple of func_breakables on some walls.
This is just an idea, and I haven't yet tested this out, but I will be very shortly.
Option 2 - <b><u>Full Dynamic Infestation</u></b>
Ok, i'ts only dynamic in the fact it changes from one to the other, not that it actually 'creeps' or anything, and is also a lot more entity intensive and potential stuck issues will arise.
Create the walls testured on one side with marine textures, and the other with alien infestation textures. Using the same trigger to launch a func_rotating the walls will then flip over. Using trigger on death, you can get the hive to flip the textures back over when it goes down.
The main drawbacks to this I can see are...
1 - Huge entity count - each part of the wall will be required to rotate individually so the shape is consistent.
2 - Any objects in the way of the rotation - people and/or buildings - will get in the way of the rotation.
The second idea probably wouldn't workm but can I have some feedback and suggestions to possibly make these viable ideas in an attempt to make NS maps that little bit more dynamic.
Option 1 - <b><u>Semi-Dynamic infestation</u></b>
In NS there are many trigger entities available. Here is my idea to use these to trigger a texture change in the map that will change the textures displayed from marine textures to Alien infest textures on hive build.
If you create hallways in the map textured with normal marine textures and turn the entire wall into a func_breakable which is set to trigger only. On completion of the nearest hive (they should be placed just outside the standard textured areas of the hives.
When this breaks have an exact replica of the wall with alien textures right behind it, making the original textured wall only 1 unit deep.
This is not really dynamic, as obviously once it has been triggered it can't be changed back. If I have got my calculations right (which I probably haven't) you could tie all parts of the wall together as a single breakable entity, thus reducing the need for lots of extra entities. You should only need a trigger on spawn, and a couple of func_breakables on some walls.
This is just an idea, and I haven't yet tested this out, but I will be very shortly.
Option 2 - <b><u>Full Dynamic Infestation</u></b>
Ok, i'ts only dynamic in the fact it changes from one to the other, not that it actually 'creeps' or anything, and is also a lot more entity intensive and potential stuck issues will arise.
Create the walls testured on one side with marine textures, and the other with alien infestation textures. Using the same trigger to launch a func_rotating the walls will then flip over. Using trigger on death, you can get the hive to flip the textures back over when it goes down.
The main drawbacks to this I can see are...
1 - Huge entity count - each part of the wall will be required to rotate individually so the shape is consistent.
2 - Any objects in the way of the rotation - people and/or buildings - will get in the way of the rotation.
The second idea probably wouldn't workm but can I have some feedback and suggestions to possibly make these viable ideas in an attempt to make NS maps that little bit more dynamic.
Comments
1. You mentioned entity count... yup. This would take a crazy amount.
2. r_speeds would be outrageous
3. Team Play was adjusted as to 'not know' where the alien hive is, at least not without effort, e.g. Ping, Marine shooting hive area. Commander viewing the overhead and watching the map change, may be an unfair advantage.
4. Even with the use of the env_renders, you're still talking about almost double or tripple the work to create a map.
5. This also will push testing to lenghty timeline. Cant kill someone with map evolutuion.
Its a interesting idea, but its not practical. Not even for combat, since theres only one hive.
I think the Dynamic Infestation for NS-S will be the shiz.
With the toggle wall you can toggle back and forth all the time... However this comes with a problem, if a player stands on a location where the toggle wall should appear, the player will get stuck once it's triggered to appear. Can of course also be fixed by the clipbrush...
One more thing though, if you tie a lot of brushes into one huge entity. it will ignore VIS and is visible all over the map, even trough walls...
If you really want dynamiclooking infestation you could try using func_doors. These would then be placed outside the map. And once the hive spawns (targetonspawn) it will the trigger the doors to open. Making them appear trough the wall at a speed of lets say 1. This will make it look like it's growing from the walls. And looks very cool, I use this principle on my Bacterium Lockdown Resnodes <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
However as mentioned before and also by yourself. Entity count would be pretty high, but I think it could be manageable if done correctly. r_speeds would be hard to manage with the bigger infestation...
The not being able to see where the 1st hive is built could be fixed by a big block area covering the viewable area of all hives for the commander with a func_seetroughdoor (commander view 255, player view 0). textured in black. Then once a marine enters the hive area or is close to the hive area, it's opened up into the void, uncovering the hive area in question... This way only the commander sees the func_seetroughdoor, but cannot see into the hive. Overall it would add 1 w-poly/door across the entire map (5 sides NULL, top side black with a side of 255). Meaing a total of +3 w-poly...
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Let's see if I can get an idea of entity count per hive...
func_doors, targeted by targetonspawn and targetondeath (reset set to -1 and flag is toggle)
1-3 func_door ceiling (angle down, amount depending on complexity of floor)
1-3 func_door floor (angle up, amount depending on complexity of floor)
4-10 func_door walls (angle varies recommended: 0, 90, 180, 270, amount depending on complexity of walls )
3 func_seetroughdoor (angle set to outside map, speed 10000 which is pretty instant, reset -1)
name: hivecommanderview#
3 func_multiple (placed arround hive infested areas for marine detection)
target: hivecommanderview#
master: marine
Because of the game_team_master setup like this, only the marines can trigger it, just make sure the commanderviewheight isn't inside the brush, not sure about this but I think with him passing trough he can trigger it. Just position it so it will cover the exits of the hive where the marine can either walk in this invisible brush or throw nades in it. I think the commander could build something in it, but that would be rather expensive just to see where the hive is now isn't it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
1 game_team_master
name: marine
team: 1
Due to hive targetonspawn triggering twice if it's the first hive you have to make sure that the time it takes to fully open the doors lasts at least a few seconds. This is to make sure once it's open, it won't be triggered again by the second targetonspawn from the hive. I think it does this:
- map loads and the first random selected hive is chosen, it's targetonspawn is triggered --> infestation doors as well
- It will then trigger again about 2-3 seconds later, so make absolutely sure your infestation doors are NOT finished infesting within the first 4-5... Otherwise they will close again
So all in all it would take about:
4-16+2 (6-18)hive1
4-16+2 (6-18)hive2
4-16+2 (6-18)hive3
+1
total:
7-19 entities per hive
, depending on the complexity of the hive ceiling/floor and walls. And thankfully since doors reset to their original state, on nextround reset, it won't require any extra entities to reset anything. That doesn't seem so bad for a pretty cool feature!!!
The entcount could ofcourse be lower if you don't care about the commander seeing it. I mean the commander can also scroll towards a hive location and hear the RT on some maps anyway...
I just see one little problem with this, if a gorge builds a hive and it's not finished building yet and dies beause of the evil rines <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> it will then trigger the infestation to become visible. Then you would need a few more entities with masters and relays to test if it was targetonspawn or targetondeath which triggered it. Or is it simply possible to use a trigger_relay (OFF) for closing and a trigger_relay(ON) for opening of doors. Or will it trigger the door even when its closed with an OFF relay. Hmm could perhaps use a light with on and off and then target it <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> ? I'll get back to you on this. I'm bored now...<!--QuoteEnd--></div><!--QuoteEEnd-->
Now just one more question for ya, are you able to target ANYTHING at all with the hive it's targetondeath? Because I sure as hell can't seem to trigger anything and IF this has been removed, this "dynamic infestation" can't really work properly.
add a target breakable to glass, then on break glass add a timer to respawn if broken say 30 seconds after break?
i dont belvie i have seen anything re res back in once broken but maybe if this is possable
or even a shootable switch that automaticly switches off after 30 seconds?
basicly make giant pads of infestation run flush and paralel with terrain, ether make them a shootable switch or breakable, apone switch or break huge target pad of infestation lowers thru the wall or floor, all infestation can be phantoms i guess to stop people bogging
but basicly you shoot infestation it moves thru the wall 30 latter if grows back thru the wall again as the switch rereses or comes off its switch timer
EDIT: I'm trying to work on a box to test out the above features, but when i try to compile the map it says:
"error, unable to locate wad files in level editor.
Please confirm WAD's in level editor actually exist"
Well, of course they exit, i mean, how else did i get the textures into the map? The 2 WAD's it can't find are: ns.wad & ns2.wad.
I'm only using 3 wads in the map. Those 2 and ZHLT.wad.
Any ideas on the cause? I deleted both ns.wad and ns2.wad from hammer, then re-added them after, then saved the map, closed and re-opened, all the textures were ok, so i compiled again and got the same eror.
t obe effective you would need it as small as possable but to be effecent you would need it not be a million entites and or so on 64X64 or maybe 128 squares would be viable
Then you can use a "fire on close" to use a trigger_relay to trigger it back open, reveiling the infestation...
Now if you would use the func_seetrough_door instead of a func_door, you can even make it so the commander isn't able to build stuff inside the hive on infested floors...
However this will result in runtime entity overload. would at least add another 20-30 (very rough estimate) or so entities to each hive... Making that maximum of 275 seem even smaller then it already is...
It could be done, but is it needed? You would in this case probably eliminate the option of having any other entities like doors, weldables, windows, sounds, particles, solid grate textures etc... Making the infeseted areas look awesome, but the rest of the map boring perhaps? I dunno it could be done I think within the limitations of the engine and mapping guidelines. And it would add a cool feature.
Still I dunno if you've tested it yet, but does targetondeath work for you? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> I know I'm repeating the question over and over, but I've tried all sorts of things and it just refuses to work...
To that wad problem, could you perhaps post the compile log?
and there any form of function randoms?
not to bother prahaps save all entitie's and cram it into a combat map?
However, you could let the marines weld infestation away <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> Im having this idea of "Marines weld acid tank open, acid runs out and melts the bacterium away"...
I might just experiment with this in co_moira simply because it would be a neat, subtle effect, and I've got a lot of entities to spare anyway.
obisouly rapid growth at the begining but as you get out further you would grow some at one side then further away
i would start off with five different plates of infestation then rotate thembefore placement if on there functin you can set thare full growth stat slighlty rotated off its original axis as 12 degrees as it grows it will have a slight turn slow turn to it obiously the very bottom of the plate will never ful lbreatch the ground so you will never really see what the exsackt shape is to tell ti roated but it would look a little more alive with a slight rotation
i am glade you lot know how to do all this. function_WAHHH!!!?<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
(Kinda dark, didn't compensate exactly but gives ya the idea)
<img src="http://bigdxlt.googlepages.com/co_moiradyninf0002.jpg" border="0" alt="IPB Image" />
<img src="http://bigdxlt.googlepages.com/co_moiradyninf0003.jpg" border="0" alt="IPB Image" />
<img src="http://bigdxlt.googlepages.com/co_moiradyninf0006.jpg" border="0" alt="IPB Image" />
<img src="http://bigdxlt.googlepages.com/co_moiradyninf0007.jpg" border="0" alt="IPB Image" />
<img src="http://bigdxlt.googlepages.com/co_moiradyninf0008.jpg" border="0" alt="IPB Image" />
Each tendril is a func_door. I used simple spikes with the peak starting under existing infestation, and as it rises out of the floor, it sort of looks like it "runs out along the floor". Some of the tendrils have bends, which are simply additional spikes being triggered seperately a little bit later. (Each additional spike again having it's highest point starting within the previous tendril so that it appears to have another vein sprouting off it.)
Right now I'm controlling all of this via a multimanager that is triggered by gamestartedstatus. The problem I need to figure out is how to make it all reset properly if the game ends prematurely. func_doors that are halfway to their destination continue (invisibly) after the round starts again and at the point in time when they should complete moving, they appear instantly, and anyone standing there gets stuck! But, if the multimanager triggers the func_door now, it heads back into the floor. Basically, the whole thing goes screwy.
Basically the damn doors follow newtonian physics: a door in motion stays in motion. So, I'm thinking, perhaps func_trains would be better for these slow moving things? As I have it setup now, it all grows in less than 3 minutes, but I want to slow it down to take about 10 minutes or more, and quite often a game of co can be over in five minutes flat.
Oh, and also, a multi-manager doesn't seem to reset during a round reset either. So I need to fiddle with that. (I have it on multithreaded right now, which simply adds to the screwy back-forth behaviour.)
For those keeping score at home, right now I have 9 func_doors and 1 multimanager.
At any rate, as a proof of concept, I'm quite happy with it. I think it looks interesting and makes for a nice touch. (The NS2 demo blows it away still, but hey, it better!) If you look closely as it grows, you can tell it's coming out of the floor, but from a distance, or if you use small tendrils, or have the lighting sort of dark where it is growing, it isn't too noticeable. I might play with angles just to make it look like it's moving out from the old infestation.
(Great ideas Soul_Rider, et al!)
This obviously seems to be a problem.
Kouji, I am trying to work on target on death, but until i compile the map, i can't get anything working...
<b><u>Compile Log Error</u></b>
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: D:\Mapping\Hammer\tools\hlcsg.exe D:\Mapping\Hammer\maps\NS_DITest
Entering D:\Mapping\Hammer\maps\NS_DITest.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
2 brushes (totalling 12 sides) discarded from clipping hulls
CreateBrush:
(0.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)
Warning: Wad file '\fps\steam\steamapps\****\half-life\nsp\ns.wad' not found
Warning: Wad file '\fps\steam\steamapps\****\half-life\nsp\ns2.wad' not found
Error: Could not open wad file \fps\steam\steamapps\****\half-life\nsp\ns.wad
Error: Could not find WAD file
Description: The compile tools could not locate a wad file that the map was referencing.
Howto Fix: Make sure the wad's listed in the level editor actually all exist
Error: Could not open wad file \fps\steam\steamapps\****\half-life\nsp\ns2.wad
Including Wadfile: \mapping\hammer\tools\zhlt.wad
- Contains 1 used texture, 16.67 percent of map (8 textures in wad)
----- END hlcsg -----
hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: D:\Mapping\Hammer\tools\hlbsp.exe D:\Mapping\Hammer\maps\NS_DITest
>> There was a problem compiling the map.
>> Check the file D:\Mapping\Hammer\maps\NS_DITest.log for the cause.
----- END hlbsp -----
hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: D:\Mapping\Hammer\tools\hlvis.exe D:\Mapping\Hammer\maps\NS_DITest
>> There was a problem compiling the map.
>> Check the file D:\Mapping\Hammer\maps\NS_DITest.log for the cause.
----- END hlvis -----
hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: D:\Mapping\Hammer\tools\hlrad.exe D:\Mapping\Hammer\maps\NS_DITest
>> There was a problem compiling the map.
>> Check the file D:\Mapping\Hammer\maps\NS_DITest.log for the cause.
----- END hlrad -----
Looking at log it seems to be missing drive letter from WAD path...
Please note I **** out my user name, this isn't part of the error..
...
Basically the damn doors follow newtonian physics: a door in motion stays in motion. So, I'm thinking, perhaps func_trains would be better for these slow moving things? As I have it setup now, it all grows in less than 3 minutes, but I want to slow it down to take about 10 minutes or more, and quite often a game of co can be over in five minutes flat.
...
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Just attach that grassy alien sound from Nothing's Great Via Duct when it grows.
Turns out the path seems to be too long for hammer's liking.
Moved the wad to the same folder as ZHLT.wad, and it works ok.
Now on with the testing..
Games/Steam/SteamApps/xxxxxxxxxxx/half-life/ns
However I can compile with hammer, but prefer the batch compiler outside hammer so I can still work on stuff during a compile <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I think in your case BigD, the func_train would be a better option indeed. It should reset in mid motion where a door won't. Emphasis on should (havent tested it)
I would love to see it in motion trough a youtube maybe? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
if your plate was like a really flat pyermid with well designed intricate set of vains l can see this working well
grats on what you got so far
Just attach that grassy alien sound from Nothing's Great Via Duct when it grows.
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I actually had that sound in the hive already, and yeah, I gotta say, it fits the "growing" quite nicely! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I can see a benefit of this that I'm considering. I may simply let it grow from the start of the first round, and not worry about subsequent rounds on the map. It would be so much more simple in the end.
A func train, while I might need to research this more, would require path_corners everywhere. (Path_corners, as far as I can tell, count toward the entity limit. And this would mean I need 2 for each func_train, so right there instead of 9 func_doors, I'd have 27 trains and corners. Yikes!) Add to this the awkwardness of using path_corners on such... complex geometry and the need to make little "balloons" for the path_corners below the floor... fuhgetaboudit. I haven't bothered to even test them.
I'll keep fiddling with this though. Ideally, I'd like to get the func_doors working properly.
Then if a round finishes a bit early, hopefully by the time it's restarted you will spend most of the time with the settings correct.
My main goal is to use this in a NS map, with it triggered on hive spawn, then the doors closing at the same speed, so the infestation retracts, with triggerondeath, but i can't get the test map to allow me to join a team??
When i join aliens it spawns me back in the ready room, despite having alien and marine spawn points in the map..
Well, i am trying to work on this map, plus my MS for the mapping contest and my Zombie map for our own servers..
Can't dedicate that much time to this particular effort at the moment although i may try and include this when compiling the other entries for the competitions..
1 Fun Train, 2 corners and a series of func_wall_toggle's.
Pardon the crude drawing:
<img src="http://www.shentrax.net/hosted/shentrax/dyn-infest1.jpg" border="0" alt="IPB Image" />
As the func_train moves out of that wall, you could time a multimanager to trigger wall_toggles as it moves.
Blue = func_train
Purple = func_wall_toggle
And players can get stuck on func_wall_toggles if they stand in the location it will toggle on.
I will just be creating a wall, and have a door that rises mathcing the wall shape, with the infest textures on it, so people can still see the original underlying identifications of the map, but it becomes covered with infestation.
Will post a screenshot soon showing what i mean
If the infestation overall thickness would be about 30 it would be fully grown in 30 seconds :/
Or is it possible to set door speeds at 0.1. Haven't tested it, because steam CAN'T CONNECT...
Freakingly annoying moronic idiotic STUPID program <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
Or perhaps func_doors with a speed of 1. Still 1 grid unit/s is still pretty fast for the short distance the infestation will inhabit...
If the infestation overall thickness would be about 30 it would be fully grown in 30 seconds :/
Or is it possible to set door speeds at 0.1. Haven't tested it, because steam CAN'T CONNECT...
Freakingly annoying moronic idiotic STUPID program <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
This is how you guys origionally posted the idea.
<img src="http://www.shentrax.net/hosted/shentrax/dyn-infest2.JPG" border="0" alt="IPB Image" />
You could still func_wall_toggle a wall of infested texture, say the right wall in the above example... and use a clip brush to cover it.
sv cheats will give you enough of a scenary t test how it interacts with player sand or structures as well
we may not beable to put this on the ground in a solid way it may damage structures, i dont know
err pull your modem for two seconds and run steam in off line mode
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Doesn't work if you wern't logged in recently before the crap hit the fan with steam. It just keeps the result of you're last login in a file, if it's not there/recent than it won't let you run offline mode either. It'll tell you that offline mode isn't available because there's no login information stored on the computer.
.
When you go less than 1 unit/second, the doors don't move smoothly. They are sort of choppy: I think the door moves 1 unit at a time still, just the time between movements grows longer. This is my observation, it could be that it moves every second too though. Overall, it's not terribly noticeable unless you're looking right at it up close.
Also, I do all my map testing in offline mode with sv_cheats because I'm on dialup. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It would use a 0, 90, 180, 270 angle, comming in trough the walls not the floor.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is also what I'm doing for the walls. This way I can grow "bends" in the tendrils and make it look like it's kind of crawling like a vine up the wall. Having it go straight up the wall doesn't look quite as organic.
For the func_doors coming out of the wall, I have:
starts open flag is checked, (automatically puts it in the floor for me)
delay = -1, (so they don't automatically start going back into the floor)
lip=0,
pitchyawroll = 0 90 0.
Out of the floor ones:
pitchyawroll = 90 0 0.
The func_plat is the same as the door out of the floor, but the altitude is -24 and it is starting inside the floor.
I also have "toggle" turned on for everything. (Though I don't remember any reason for this...)
Right now I have one multimanager that controls everything, but like I said, I'd like to have a multimanager for each tendril and a trigger_random firing on each tendrils multimanager. More experimenting is to be done!