Forum posts

Posted 19 years ago2005-04-20 11:23:19 UTC
in Respawning objects Post #104925
cool let me know
Posted 19 years ago2005-04-19 23:46:54 UTC
in Respawning objects Post #104844
uploaded what i have so far if anyone is interested in seeing how the buttons work. Be finishing up the Armory Room and working on the actual target range thursday and friday.

Thanks for all the help
Posted 19 years ago2005-04-19 22:25:43 UTC
in Respawning objects Post #104841
I havn't tested this yet but this is my idea on scoring:

each target will have two invisible buttons in front of it.
button_torso and button_head
each will point to its own multi_manager that will trigger the door to open and trigger a game_score entity to add either 1 or 2 points respctivly.

if that works well i'll then start messing around with placing text on screen and keeping track of scroes with env_globals but i want to go the simple route first.
Posted 19 years ago2005-04-19 14:25:29 UTC
in Respawning objects Post #104804
actually i figured it out finally. I had to set the flag "use only" on the game_playerequip entity and now its working fine. Players spawn and get stripped of all weapons then must hit a button (actually trying to find a weapon rack model) to get all the various weapons in the game.
Posted 19 years ago2005-04-19 01:31:50 UTC
in Respawning objects Post #104723
ok got the game_playerequip working finally. Hit a button and it strips your weapons and gives you a full load of m4a1's. Now i have a problem with players spawning and the multi_manager going off. Any ideas how to stop it on a spawn?
Posted 19 years ago2005-04-18 20:52:56 UTC
in Respawning objects Post #104716
one more question. Trying to set up "equipment stations" and i can't seem to find the game_player_equip entity inside hammer

basically i'm setting up a room with a bunch of buttons that strip your current weapon and give you the new weapon.
Posted 19 years ago2005-04-18 20:50:55 UTC
in Respawning objects Post #104715
func_button works well because i'm setting one for the torso and another for the head. I may be overstepping my abilities since this is my first map but i plan to set up an env_global to keep score. Each button will target a mult_manager to add to the global counter based on torso or head shot (1 point or 2) and i'll have a scorecard on the wall just for fun. The multi_manager will trigger the door.
Posted 19 years ago2005-04-18 10:36:56 UTC
in Respawning objects Post #104638
thanks
Posted 19 years ago2005-04-18 09:10:43 UTC
in Respawning objects Post #104624
ok I made a func_door_rotating and set it to rotate on the y axis. Then i placed a duplicate brush in front of it and set it as func_button and health 1 and target the func_door. when you shoot the button the door rotates perfectly and closes itself after 4 seconds. Now all i need is a transparent texture which i have no idea how to do.
Posted 19 years ago2005-04-18 08:51:34 UTC
in Respawning objects Post #104620
i like the door idea and might have something that'll work. I'll post the results
Posted 19 years ago2005-04-17 16:22:11 UTC
in Respawning objects Post #104519
oh well thanks anyways. Guess i'll just have to not be lazy and restart the map from time to time heh
Posted 19 years ago2005-04-17 16:00:07 UTC
in Respawning objects Post #104512
Lo All. I'm working on a firing range map to mess around with the different weapons in the game. My question: Is it possible to make a breakable object that respawns after say 5 to 10 seconds? For instance you shoot the target and it breaks then a few seconds later it respawns so that you don't have to restart the map after destroying all the targets.

Thanks in advance.

PS: working with Counter-Strike: Condition Zero