Commented 1 month ago2024-11-09 14:09:27 UTC
in vault item: Airlock PrefabComment #106496
@man_simple
Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
Commented 5 months ago2024-06-23 12:55:01 UTC
in vault item: Riverpool 2Comment #106210
The idea with the duck is genious and well executed! The map also looks really good. Nice usage of custom textures and models.
Even with fastvis, the ocassional tree model will disappear due to visleaf disconnections. You could mitigate this a lot by editing the models and put the origin point higher up. This will solve most of the issues.
Another point of improvement would be sound. The map is dead silent. Some splashing water around the fountain or a sound for the jumppads would go a long way.
The only secret I found till now is the HL logo but I'm not sure what that does?
I often keep Half-Life running in the background while I make small changes and quickly recompile maps. I then restart the map through the console and test again. I can verify that this is a bad way to test trigger_changelevels. Even though it's all perfectly set up, I ended up on world coordinate 0,0,0. You really have to restart Half-Life completely if you make any changes to the changelevel triggers.
Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
Your setup works well for singleplayer but not for multiplayer. The button for door1 and door2 can be pressed by seperate players, which then opens both doors. Now that both are open and func_door can only TOGGLE, your airlock is broken forever. You would have to create a eleborate system of multisources to lock the buttons to prevent this. Even then, a player can block the door by crouching under it and the game would never know that the door is now not closed. Which again breaks the entire system.
Even with fastvis, the ocassional tree model will disappear due to visleaf disconnections. You could mitigate this a lot by editing the models and put the origin point higher up. This will solve most of the issues.
Another point of improvement would be sound. The map is dead silent. Some splashing water around the fountain or a sound for the jumppads would go a long way.
The only secret I found till now is the HL logo but I'm not sure what that does?
In SC the black_hidden texture is not drawn. It's also hidden.