env_beam, damage problem Created 19 years ago2005-09-27 23:18:32 UTC by evilsod_2k evilsod_2k

Created 19 years ago2005-09-27 23:18:32 UTC by evilsod_2k evilsod_2k

Posted 19 years ago2005-09-27 23:18:32 UTC Post #137935
I want to have a laser with two moving ends... simple enough to make, but mine won't cause damage to the player.
When I use info_targets, damage is caused but obviously they dont move!

Example map posted here http://www.twhl.co.za/mapvault_map.php?id=3426
Posted 19 years ago2005-09-28 03:59:08 UTC Post #137951
Existing example map:

http://www.twhl.co.za/mapvault_map.php?id=3151

Check the site resources before posting a question.
Posted 19 years ago2005-09-28 06:57:37 UTC Post #137970
In the damge value write the amount of damage/per second! ;) Exmple: 100/1
Posted 19 years ago2005-09-28 09:32:06 UTC Post #137994
Mr. Muzzle... thanks but I did check the site, your laser there doesn't actually cause any damage.
Which if you'd happen to actually read my post, is what I want?!

Elon, I've tried putting 100 in the damage field, and I just tried 100/1.
Neither work, whats going on here?
Posted 19 years ago2005-09-28 09:54:47 UTC Post #137999
What's the value's name? Damage/seconds or seconds/damage? :
Posted 19 years ago2005-09-28 09:55:33 UTC Post #138000
it's damage per second. I just put in a value (usually about 300) so that it gibs anything that touches it.
Posted 19 years ago2005-09-28 12:39:56 UTC Post #138044
Hmmm, interesting just tried it again... it now only works occasionally!
Wait ten seconds it'll start to cause damage. After another ten seconds it stops. Then it begins again...

This is bloody well annoying me now!
Posted 19 years ago2005-09-28 12:43:20 UTC Post #138047
Then write 10/0.0001 ;)
Posted 19 years ago2005-09-28 12:54:15 UTC Post #138052
lol, suppose it's worth a try!
Posted 19 years ago2005-09-28 13:25:21 UTC Post #138057
Nope, no luck... it just happens randomly.
Blebulons to it! BAH!
If anyone can be arsed to make one that works I'll be very grateful, but i'm just going to settle for something else for now. Although I don't know what yet?!
Posted 19 years ago2005-09-28 14:43:02 UTC Post #138080
Just enter 99999999, that'll kill the player instantly.
Posted 19 years ago2005-09-28 15:48:00 UTC Post #138120
It already does bloody hell! But it just doesn't do it all the time!
It only does the damage at random times.
Posted 19 years ago2005-09-28 18:23:13 UTC Post #138148
There is no way to get arround, its how the engine works. :)
Posted 19 years ago2005-09-29 03:09:46 UTC Post #138179
Well i made a box, maybe you should try it?
Posted 19 years ago2005-09-29 03:20:30 UTC Post #138181
Trigger_hurt? :
Posted 19 years ago2005-09-30 13:00:10 UTC Post #138417
if the lasers moveing. you would need the trigger_hurt to move with it which can`t be done in HL1.
Posted 19 years ago2005-09-30 13:04:33 UTC Post #138419
well, can you use an env_beam to trigger an entity? If so, create a trigger_hurt that covers the whole area of the beam's travel. Give it a name,set it's flag "start off" to true, and make a multimanager that will turn it on and off, or just on, if this is sp. (then you don't need the mm!) Then use the env_beam to trigger the mm or the trigger_hurt. (and set the trigger_hurt's damage to something like 300, always works for me.)
Posted 19 years ago2005-09-30 13:07:03 UTC Post #138420
I tried having several trigger_hurt's that were triggered by the lasers path_corner's but it got too complicated.
So I've ended up with a fixed end env_laser, with just one end moving.
It causes the damage I want with no problem! Instagib!! :nuts:
Posted 19 years ago2005-09-30 13:08:53 UTC Post #138421
but you wanted both ends to move, didn't you? Remember, the miniturrets in hl were always triggered by a beam, maybe this is how they did it! then you'd only need 1 trigger_hurt.
Posted 19 years ago2005-09-30 13:11:14 UTC Post #138422
Yeah I did, but if the engine can't do it with damage, then theres nothing I can do.
...and the turret beams were stationary.
Posted 19 years ago2005-09-30 13:11:57 UTC Post #138423
true. Tell you what. I'll try it, and see what happens.
5 minutes later
env_beams have no target field. Sry!
Posted 19 years ago2005-09-30 13:26:15 UTC Post #138424
???
You use "Start Entity" and "End Entity" instead of target, point them to two trains.
As previously said though, my beam doesn't do any damage, or if it does it can't make up its mind as to when it does the damage.
Posted 19 years ago2005-09-30 13:42:30 UTC Post #138428
Hmm.. Try downloading the example map from the laser and beam tutorial... Maybe that will help... :confused:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-09-30 14:15:41 UTC Post #138437
Thanks alot, but I tried that out before I even posted.
Posted 19 years ago2005-09-30 14:20:57 UTC Post #138440
No "repeat rate" or anything?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-30 14:54:13 UTC Post #138453
Do you mean a repeat rate on the env_beam?
There is a strike again time but thats ignored because I have its "life" set to infinite.

Another question on env_beams, I've tried creating a ring beam and it works, but In multiplayer only the 1st person to join the server can see it, to the other people theres nothing there. I find that very odd...

I'm sorry about this 'nack' I seem to have for discovering really obscure errors! :nuts:
Posted 19 years ago2005-09-30 16:04:38 UTC Post #138467
Is the 'strike again' time non-zero?

I think the laser rings thing may be a bug. It sounds familiar.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-30 16:10:59 UTC Post #138472
@evilsod2k: I know, but I mean you can't use a env_beam to trigger another entity, like you can with a trigger_once.
Posted 19 years ago2005-09-30 16:31:19 UTC Post #138473
Yes, but you can make the beam go between trains and those trains will be on paths, which in turn have the "fire on pass" option. Use them as your triggers for the trigger_hurt's.
Was going to do it that way, but its an awful lot of work for a simple bloody laser!
Posted 19 years ago2005-09-30 16:55:03 UTC Post #138476
yeah!
well, it was worth a try, anyway.
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