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View Full Version : Triggered doors, broken lights... [Irrelevant's n00b Q's]


Irrelevant
14th September 2003, 13:19
First post here! And you guessed it, I'm stuck. :rolleyes:

I've been saving up questions to ask all in one go, which is why they're very varied. Here they are:


========


I've got a two-part door which I want to close whenever an Allied stands in front of it, so you have to sprint through it to avoid getting crushed. So, I have the two func_doors set up, and a trigger_multiple in front of it. They're defined as follows:

classname func_door
wait 0
dmg 500
spawnflags 5 // start_open, crusher
type 6
speed 1000
targetname trap
angle 0
lip 64

classname func_door
wait 0
dmg 500
spawnflags 5 // start_open, crusher
type 6
speed 1000
targetname trap
angle 180
lip 64

target trap
spawnflags 2 // allied_only
classname trigger_multiple

I've tested this, and it stoutly refuses to move. The door makes a noise, but it doesn't go anywhere.

What've I done wrong? :???:


========


Say I have a building lit with pointlights. In order to get an advantage, someone could satchel charge the fusebox, plunging the entire building into darkness.

The question is: How would I go about doing this?

Oh, and someone could repair the fusebox afterwards.


========


Some shorter ones:

Is it possible to make a trigger_hurt only affect by one team?

WTF is a '_decal', 'corona' or 'dlight'?

When I link a trigger_heal to a misc_cabinet_health and give it a healtotal of 6, the models of healthpacks don't go down one at a time. They all disappear at once, and I only get one. Why?

How do 'clip', 'clip_metal', 'clipfull', 'clipmissile', 'clipmonster', 'clipmonster2', 'clipshot', 'clipweap', 'clipweap_metal', 'clipweap_wood' and 'clipweapmetal' differ?

Similarly, how do 'caulk' and 'caulkterrain' differ?


========


I think that's everything for now...

Irrelevant
15th September 2003, 20:30
Is anybody there? Anybody?

Well, I fixed the health thing. Apparently you need to multiply the max number of packs by the health per pack. However, now I'm not sure how to make the ammo rack do what I want.

I'd like them both to spawn one pack every 5 seconds, but the claimed rate (one 'clip' per second) is definately not one pack per second. Does anyone understand the system?


Also, I've noticed that the 'trap' door makes a single clunk, as compared to the more prolonged rattling and screeching of a normal type 6 (portcullis) door. :suspicious:

Does that help?

:banghead:


Oh, and I have another question, but this time on your opinions:

At what size does a covered texture become so small that it would be more wasteful of resources to clip around it than to just leave it? I'm currently clipping around a 32x16 box, and I'm wondering if it's worth chopping up the (approx) 2000x1000 floor to caulk that small an area.

Doc
17th September 2003, 03:23
I'll just answer what I know...

I've got a two-part door which I want to close whenever an Allied stands in front of it, so you have to sprint through it to avoid getting crushed. So, I have the two func_doors set up, and a trigger_multiple in front of it. They're defined as follows:

classname func_door
wait 0
dmg 500
spawnflags 5 // start_open, crusher
type 6
speed 1000
targetname trap
angle 0
lip 64

classname func_door
wait 0
dmg 500
spawnflags 5 // start_open, crusher
type 6
speed 1000
targetname trap
angle 180
lip 64

target trap
spawnflags 2 // allied_only
classname trigger_multiple

I've tested this, and it stoutly refuses to move. The door makes a noise, but it doesn't go anywhere.

What've I done wrong? :???:


1: Each door should have it's own unique targetname.
2: I think that a door WILL NOT crush a player anytime, thus using it as a trap won't work (please correct me if I'm wrong). Maybe you should try script_movers and trigger_multiple, etc.


How do 'clip', 'clip_metal', 'clipfull', 'clipmissile', 'clipmonster', 'clipmonster2', 'clipshot', 'clipweap', 'clipweap_metal', 'clipweap_wood' and 'clipweapmetal' differ?


They clip differntly! clip just stops the player, bullets and missile go through. clipmissile stops missiles and players, but not bullets. clipweap stops all weapon types and players. clipweap_wood/metal stops weapons and players and makes a wood/metal hit sound when shot.

I think they're all the useful ones, you'd be hard-pressed to find uses for the others.

[rD]MrPink
17th September 2003, 05:24
I'm pretty sure clipmonster is for bots/ai and thus you will NEVER use it.

[rD]MrPink
17th September 2003, 06:04
I'm not entirely sure, but I'm guessing if you used a trigger_multiple and set it to the team you want to trigger it and make it the same size as your trigger_hurt and put it in the same place, then targetted the trigger_hurt with the trigger_multiple it would only hurt the one team...

sock
17th September 2003, 09:22
I've got a two-part door which I want to close whenever an Allied stands in front of it, so you have to sprint through it to avoid getting crushed. So, I have the two func_doors set up, and a trigger_multiple in front of it. I've tested this, and it stoutly refuses to move. The door makes a noise, but it doesn't go anywhere. What've I done wrong?

Simply use "script_mover" entities instead.

Say I have a building lit with pointlights. In order to get an advantage, someone could satchel charge the fusebox, plunging the entire building into darkness. How would I go about doing this? Oh, and someone could repair the fusebox afterwards.

Can't be done with the ET compiler and light entities cannot be moved around either.

Is it possible to make a trigger_hurt only affect by one team?

The trigger_hurt cannot affect only one team but used in combination with a trigger_multiple it could work. trigger_hurt entities can be switched on/off with the setstate command.

WTF is a '_decal', 'corona' or 'dlight'?

_decal is a special compile only decal system developed by Ydnar. It can overlay decal textures onto other surfaces. Search this forum for additional help on this entity.

When I link a trigger_heal to a misc_cabinet_health and give it a healtotal of 6, the models of healthpacks don't go down one at a time. They all disappear at once, and I only get one. Why?

Look at the example map goldrush, it has 2 working health/ammo cabinets to see how the system works.

How do 'clip', 'clip_metal', 'clipfull', 'clipmissile', 'clipmonster', 'clipmonster2', 'clipshot', 'clipweap', 'clipweap_metal', 'clipweap_wood' and 'clipweapmetal' differ?

At the back of the Level Design Reference is a appendix with all the common textures you will need to create maps for ET. Sure there are plenty of other textures in the common directory but most of them are strange variants of the one's described in the appendix.

Similarly, how do 'caulk' and 'caulkterrain' differ?

See above.

Sock
:moo:

Flash95
17th September 2003, 14:51
'corona' makes a lens flare effect when the player looks at the entity.
kind of like looking at a street lamp in the early morning fog.

Corona entitys were placed by the lights in this screen shot of a map I am working on.

http://www.hadleyplace.com/resist1.jpg

Irrelevant
17th September 2003, 17:17
Thaks all!
1: Each door should have it's own unique targetname.
OK, how do I get a trigger_multiple to target two things with different names?

IIRC, using Ctrl-K to target one entity (A) from another (B), then targetting another entity (C) from B the same way gives them both the same name. Which is why I did it that way.

2: I think that a door WILL NOT crush a player anytime, thus using it as a trap won't work (please correct me if I'm wrong).
I tried a manually activated door with the crusher spawnflag, and that worked.

Simply use "script_mover" entities instead.
Oh well. I was hoping to put off scripting for a bit longer. Why does it make a noise as it is, though? (Just curious...)

MrPink]
I'm not entirely sure, but I'm guessing if you used a trigger_multiple and set it to the team you want to trigger it and make it the same size as your trigger_hurt and put it in the same place, then targetted the trigger_hurt with the trigger_multiple it would only hurt the one team...
The trigger_hurt cannot affect only one team but used in combination with a trigger_multiple it could work. trigger_hurt entities can be switched on/off with the setstate command.
Won't that hurt any axis standing on the trigger as well? I suppose that's close enough...

Look at the example map goldrush...
OK, will look.

At the back of the Level Design Reference is a appendix with all the common textures you will need to create maps for ET.
Ditto.

'corona' makes a lens flare effect when the player looks at the entity.
kind of like looking at a street lamp in the early morning fog.

Corona entitys were placed by the lights in this screen shot of a map I am working on.
Thanks. Nice plug. :D


==== UPDATE ====


OK, I messed around with a dlight for a bit, and worked out roughly what it does. I think I could use them for my 'turning the lights out' idea.

However, I read on some page about dlights being affected by the brightness of the surrounding lights or something. Does anyone have any info on this?

Also, is it possible to have spotlight dlights? Just targetting an info_null (or notnull) didn't seem to work.

Again, thanks for the tips! :clap:

*runs off to fiddle with his testmap*

Irrelevant
21st September 2003, 14:24
:bump:

OK, I solved the problem of the door. I had to set 'key' to 0.

Howver, I've got another set of problems now. Here we go:


When I fire a mortar into the sky it disappears and doesn't come down again. Indeed, when I throw a grenade vertically, it vanishes. What am I doing wrong?


I've attempted to make a shader, however Radiant refuses to register its existance. I've shoved everything into a pk3 to make it easier to manage, which is as follows:

test.pk3
|
|- textures
| |
| |- test
| | |
| | |- test_tex.tga
| | |
| | '- [other tgas]
| |
| '- [other folders]
|
'-scripts
'- test.shader


test.shader reads:

textures/test/test_tex
{
surfaceparm slick
surfaceparm nodamage
}


When I load the 'test' textures folder into Radiant, 'test_tex' appears with no white outline. Why?


How do you target multiple entities with different names?


Some scripting questions:

When triggering a move from script, does the script wait until the move is complete before executing the next line?

If a script has started moving a script_mover, when another one tries to move the same script_mover differently, what happens?

[rD]MrPink
21st September 2003, 19:38
Did you list your shader in shaderlist.txt ?

Irrelevant
22nd September 2003, 16:51
Yes, but then I took it out again when that didn't work. Anyway, I've got the 'shaderlist.txt only' thing unchecked. But I'll try that again just in case.

*tries it*

Yay! It works! :clap:
...anyone know why?


PS: Flash95, could you please make that image a bit smaller? It's throwing the rest of the thread out of whack for us non 1280x960 people.

Irrelevant
25th September 2003, 18:27
New problem:

I've got my first sky shader set up, and it works fine except for a few things:

The farbox ft, bk, lf, and rt textures appear upside down.
Even though I have 'surfaceparm noimpact', things still bounce off it.

Also, I've looked in the existing shaders, and they have an undocumented surfaceparm, namely 'surfaceparm sky'. What exactly does this do?