beams Created 18 years ago2006-05-19 10:44:51 UTC by Tosse Tosse

Created 18 years ago2006-05-19 10:44:51 UTC by Tosse Tosse

Posted 18 years ago2006-05-19 10:44:51 UTC Post #180949
I haven?t worked so much with beams, but im woundering, is there a simple way to control when they start and stop, like a scripted sequense, make them go on and on and on in the same pattern?
Posted 18 years ago2006-05-19 12:21:02 UTC Post #180953
Just trigger(target value) them and they will be toggled.
Posted 18 years ago2006-05-19 12:23:14 UTC Post #180954
Use func_trains as targets of the beams. Read this tutorial.
Posted 18 years ago2006-05-19 17:00:18 UTC Post #181007
Thanks mates!
:heart:
Posted 18 years ago2006-05-19 20:49:24 UTC Post #181037
That tutorial didn?t really help, the part i needed was the part that was left out, i wanted the "lighting bolt effect". I have a advanced machine in a map im working on at the moment, and i need the laser beams to start and end at given points. Here?s what im going, in my map there are robot arms in the ceiling moving around boxes, and sometimes they go back to their oroginal possition to "reload" and thats when i need the beams, they fire straight into the arms for a few seconds and then they stop and the arms move again, that?s what i need to do. And it?s a DM map so the cycle must go on and on and on and on and on and on again.

EDIT: oops, sorry about the double post =/
Posted 18 years ago2006-05-19 21:05:09 UTC Post #181039
Use an info_target instead of a func_train.
Posted 18 years ago2006-05-20 08:43:04 UTC Post #181141
Try the teleport flag on the path_corners, this will warp its target to the next path corner instantly. Apply it on the target path_corner.
Posted 18 years ago2006-05-20 09:57:37 UTC Post #181144
Thanks everybody, it didn?t quite help me but thanks anyway. In very simple word now: I need the beam to turn ON after lets say 5 seconds before it?s turned OFF again, and then the same thing goes on and on again. how?
Posted 18 years ago2006-05-20 10:08:46 UTC Post #181145
Make a multi_manager get triggered.

The multi_manager than triggers a trigger_relay which can turn the beam off, and after like 5 seconds, trigger another trigger_relay turning the beam back on. To make this repeat, make the multi_manager trigger itself to repeat the cycle.

I may not map, but i know my entities. :>
Luke LukeLuke
Posted 18 years ago2006-05-20 11:50:00 UTC Post #181158
I believe the multi-manager can trigger the beam directly. Trigger the beam on at 0 seconds. Trigger it off at 5 seconds. Have the multi-manager trigger itself at 10 seconds and check the "Multithread" flag in the mm.
Posted 18 years ago2006-05-20 11:59:06 UTC Post #181159
No, you need to trigger the multimanager itself after 5 second, not 10.
Posted 18 years ago2006-05-20 12:14:36 UTC Post #181162
No, if you trigger the mm at 5, the next instance of the mm will immediately turn the beam on that the first instance just turned off.

0 seconds - beam on
5 seconds - beam off
10 seconds - spawn 2nd multimanager which turns beam on (at its own 0 seconds)
15 seconds - 2nd multimanager turns beam off (at its own 5 seconds)
20 seconds - spawn another mm
Posted 18 years ago2006-05-20 12:29:04 UTC Post #181163
Hmmzzz.... What about this:

Beam starts off
1 seconds
2 seconds
3 seconds
4 seconds
5 seconds - beam on and restart multimanager (triggers itself)
1 seconds
2 seconds
3 seconds
4 seconds
5 seconds - beam off and restart multimanager (triggers itself)
1 seconds
2 seconds
3 seconds
4 seconds
5 seconds - beam on and restart multimanager (triggers itself)
etc...
Posted 18 years ago2006-05-20 12:34:51 UTC Post #181165
:D
Yeah, beam starts off and not to be on until 5 seconds elapsed.

I stand corrected. (Too much HL2 output lately to remember my HL)
Posted 18 years ago2006-05-20 12:59:01 UTC Post #181170
Uhm, actually... an env_beam has some properties of it's own for things like this. How about Life and Strike again time?
Posted 18 years ago2006-05-20 15:17:42 UTC Post #181198
Those are bugged. :/
Posted 18 years ago2006-05-20 15:52:51 UTC Post #181208
nope, just learn to use them.

say if you wanted to stay active for 5 seconds, then turn off, then turn back on 25 seconds later you would have life set at 5 and strike again set at 25. no need for MM's at all, you just need to know how long the stuff takes
Posted 18 years ago2006-05-20 17:15:18 UTC Post #181223
Im in love with you guys
Posted 18 years ago2006-05-20 22:37:04 UTC Post #181268
eww.. :
Tetsu0 Tetsu0Positive Chaos
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