Forum posts

Posted 21 years ago2003-11-14 10:02:53 UTC
in Custom sounds... Post #4701
Well, but I'd like the sound to MOVE with the source, as when a func_train moves. You can't move around ambient_generics, right? That's why I'd like to put a sound into the list of "move sounds" etc. But maybe it's not possible?
Posted 21 years ago2003-11-14 10:00:48 UTC
in func_train problem! Post #4700
Originbrush? I though you only needed that for rotating things!... Need it for func_trains as well? Cool, that would help!
Posted 21 years ago2003-11-14 09:28:51 UTC
in Custom sounds... Post #4693
for func_trains, doors, buttons and such? How do you do it? :
Posted 21 years ago2003-11-14 09:09:36 UTC
in func_train problem! Post #4691
I didn't know I could do that! Yea, I might do that then... But I don't have my map with me now... Later...
Posted 21 years ago2003-11-14 08:52:30 UTC
in texturing one side of a brush Post #4689
Use the little tool for that purpose! (Symbol looks like a cube with a single textured side). Leftclick on surfaces you want to handle, rightclick to copy this texture to other surfaces. Easy! :P
Posted 21 years ago2003-11-14 08:32:57 UTC
in func_train problem! Post #4686
Hi!

I have this func_train, that actually is a train. I basically want it to move back and forth and wait some in each end of a tunnel. Now, on ONE side of the tunnel, it LOOKS like the train stops instead of continuing to its path_corner at the end of the tunnel. I checked it out in the game, but the SOUND from the train continues to the end of the tunnel and the seemingly stopped train is actually illusionary and not solid. Then, on the way back, the "real" (invisible) train meets the illusionary and picks it up, behaving real nicely til the other side and back.
What is this crap!?! A bug somewhere? Can't I have long paths? :x
Posted 21 years ago2003-11-14 07:39:51 UTC
in Copyrighted textures... Post #4685
Thanx guys, that's some good and reasonable advice! :D
Posted 21 years ago2003-11-13 07:12:28 UTC
in Copyrighted textures... Post #4591
How freely can I use wads from CS, TFC etc? And from HL of course. Is it ok as long as I don't wanna SELL the map, but only distribute it for free? What about other mappers textures? Need to ask them and giv'em som credits? Some general rules here?
Posted 21 years ago2003-11-10 05:43:10 UTC
in Booleans? Post #4336
I THINK I've sorted it out now... but on the other hand, as soon as you do, it seems to turn agains you... But I think: If you make anything (like a func_breakable) act on a trigger_relay (trigger set on ON) that triggers a multisource, this multisource will act as a boolean "true", i.e. "ON" after triggering the first entity(shooting the fun_breakable). Add a few trigger_relays to that multisource and you have the boolean operator AND...
OR is eaven simpler, that's of course when a couple of different triggers target the same event.
NOT might be done in a couple of ways, maybe... If a trigger_multiple triggers a trigger_relay (set to OFF) on a multisource, and this trigger_multiple is surrounded by another trigger_mutiple that through a trigger_relay sets anything back to ON, the event will always be turned OFF when you go into the area... Right?

Whatever, I won't bother yoiu with this anymore. My own problem now...
Posted 21 years ago2003-11-07 06:17:46 UTC
in Booleans? Post #4159
Hi there!

I used to do some mapping a few years back and forgot a lot of it now. Maybe you can help me out.
Do I need entities with boolean (trigger on/off)-properties to act on a multisource? Like buttons etc... What if I want to use a trigger_multiple or a func_breakable to change the state of a multisource? Is there any boolean variables I can switch on and off with such an event, that can work as a master for a locked door or a multisource? I thought trigger_relay would work for this but it doesnt... How do I do it? :

Right now I want to shoot a lock to UNLOCK a door (not just open it - I did that).... Whattayasay?