Entity Challenges Created 16 years ago2008-01-23 07:47:44 UTC by Captain Terror Captain Terror

Created 16 years ago2008-01-23 07:47:44 UTC by Captain Terror Captain Terror

Posted 16 years ago2008-01-23 07:47:44 UTC Post #244114
The recent "Text Timer" thread inspired me to make one of my own. The KZ or "climbing map" timers are excellent, but comprised of hundreds of brushes and entities, I decided I wanted to make something simpler. After thinking about a couple ways to go about it, I finally came up with this:
User posted image
Download

It's a timer that starts and stops at the push of a button (no reset capability, max duration 60 seconds). I thought it might be fun to make this a challenge to see how many different ways people might come up with to make a HL text timer.

Timer Challenge
**********
Build a timer that counts up to at least 60 seconds and is something you can stop and start at the push of a button.

Bonus points for making it resetable, and/or longer duration than 60 seconds.

I'd like to see how many people will build one, and then we can all vote on the timer we like the best (The first entry does not win automatically).
**********

Have fun! = )

If you're interested in how mine works, read on:

It uses a togglable func_train with textured numbers. The moving "list" of numbers acts as the timer. This Timer is very primitive.

The Max duration of the timer is dictated by the size/scale of the font you use, and the length of the train. This design has it's limitations if you want one that can go on for more than a couple minutes: the train becomes impossibly long after a short while.

The train button (red one) is a simple button that targets the train's name. This is the only button that is needed for timer operation.

The yellow button targets a trigger_relay, that was used on an earlier version of the train that used a func_wall instead. (I was hoping the relay would stop the movement of the door mid sequence, but it does not.)The yellow button will also stop/start the timer, but is redundant.

I can thing of 2-3 additional, non-entity intensive ways to to make a timer, but I'm sure there are more.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-23 08:22:52 UTC Post #244115
i dont map for HL1 (source only), but this could be done with 4 rotating entities. each entity has ten sides and has the number 0-9 texture on each side. then the "second" wheel spins once a second, the "ten second" one every ten seconds, "minute" and "ten minute" the same.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-01-23 08:24:41 UTC Post #244116
Haha cool, like an olde-time crank counter you see in turnstiles! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-23 08:34:08 UTC Post #244117
yes but it doesn't have to appear that way. if you set the rotating entity to move very fast, and make the outside of the timer flush with the numbers, it would just look like a digital watch timer.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-01-23 08:47:09 UTC Post #244118
Oh I see it would "click" 1/10th at a high speed for each second. I was envisoning using reels rotating at different speeds... the first one at a full rotation every 10 seconds, the second reel at each full minute, and so on.

Ur way is much better. MM to advance/stop the cylindrical train (angular velocity needed?). then use a trigger relay to start/stop it? I hope somebody does one like that and can make it work = )

On a unrelated note did you ever look at the KZ climbing timers?! I can't even figure out how they work!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-23 13:14:35 UTC Post #244127
I might Give this a go today. But i'll steal Pengi's idea. I'll credit him somehow. :)

The easiest way to make a clock, is to make something so that the machine doesn't know what it's doing.

Like the machine only turns dials every second, it's up to the viewer to decode the signals it produces.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-24 13:14:46 UTC Post #244200
I know that you can make a digital clock using several func_wall_toggle's that make up each part of the number, and targeted in sequence. I tried that once, put way to many times into the multimanager, and then promptly forgot about it. I'm not sure how you can stop or start it, but it can be made to look very nice.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-01-24 18:31:39 UTC Post #244218
I like the idea that penguinboy came up with, but when i tried to do it, i realized its a bit out of my knowledge.

How would you get the entity to start, then stop, and precisly the right moment you want it to? Especially if its a digital clock?

Note that the only method I can think of is making a func_rotating trigger and then trigger off when its lined up for the timer.
Posted 16 years ago2008-01-24 19:46:58 UTC Post #244221
idk
but im going with lasers methinks.. hehe
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-24 19:54:16 UTC Post #244222
hmm, i wonder how that would look.

I still think im missing some kind of entity, or feature, because it seems like a critical option to have your rotating entity stop on a certain degree.
Posted 16 years ago2008-01-24 20:13:32 UTC Post #244228
or you can just make them func_rotatings with a correct angular velocity..?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-24 20:22:01 UTC Post #244230
aha, thats what im missing. Ive never used angular velocity, nor do i know anything about it
Posted 16 years ago2008-01-24 23:57:13 UTC Post #244263
TJB: your method sounds neat, do you have any example maps, screens?

Tetsu0/Hlmapper: It seems there are at least 2 different ways to make that work, and after rereading penguinboy's post, I guess I don't really understand what he meant.

I thought he was talking about "nudging" each 10-sided thingy to it's correct position using a multimanager targeting the train to start and stop, but He too was talking about keeping all the "reels" spinning at their own constant speeds too?

anyway, If I get some time I want to try this method for the heck of it, plus TJB's method sounds intriguing too. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-25 13:23:19 UTC Post #244286
The one I made was just to test the idea before I put it in a map, but because I didn't know why it only targeted some of the entities (I didn't know about the limit to what you could put in a multimanager), I just abandoned the idea.
I'll try to finish it and upload it when I get the chance.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-01-25 14:05:17 UTC Post #244288
Ok Mine is 70% done, and i should have it uploaded in 1 to 2 hours!!!
EDIT
Ok so this is super complicated.. And it doesn't stop yet, But i am almost done with the minute digit. I just completed the second and tens-second digit, and i'm 90% done now. I'll release the map before i get it to top and restart because i have other stuff to attend to today. Expect it in another 45min - hour since this post. (1:15PM-EST)
DONE (for now)
User posted image
download link is HERE
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-25 16:31:39 UTC Post #244302
OMFG!

That is so good!
Put that in the example map vault!
Posted 16 years ago2008-01-25 16:50:18 UTC Post #244303
Allright http://twhl.co.za/mapvault_map.php?id=4974

I know there's a glitch every 10 seconds with the second " 0 " but if i made it more accurate, it offsets every minute by one second. I have to look into it more. :)

This took me a good 3-4 hours to make, debug, and release.

This kinda uses TJB's idea, but i started making this before i actually read his post. Mine uses lasers instead of func_wall toggles. My other idea was to make a bunch of func_walls, and just use env_renders to mess with them.

You can basically steal my entity setup, rename everything, and make it into a func_wall_toggle-based setup.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-25 17:44:00 UTC Post #244304
WOW, great job Tetsu0!

I came up with ideas to incorporate timers into my mod, and the answer was clear. The time bombs you use to blow up debris, and alien ships.

Im not sure the laser method would work (practicly) on such a small scale, but that is awesome use of enities there. :pirate:
Posted 16 years ago2008-01-25 18:16:52 UTC Post #244305
Well you could always use a multimanager to trigger a counter, then have the counter trigger an explosion.
you would not be able to 'see' the timer (unless you trigger buttons or suttin)
but it should work.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-25 19:05:26 UTC Post #244306
well thats what i want to do. In game, there will be a red glowing transparency of the bomb, then when you go up to it and Use it, the solid bomb appears, and i want a timer to appear on that bomb, to show you how much time you have before it blows up.

Like i mentioned, the laser method would be hard on that scale, since the bomb has to be small enough to "carry around".
Posted 16 years ago2008-01-25 19:07:54 UTC Post #244307
yeah, but you can always do like, instead of numbers, just have single dashes.

if you want, i can throw together a short map.. it'll take me a while to get the triggers down but i think i have an idea that'll work
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-25 19:53:59 UTC Post #244308
Thanks, i think i get the idea now, ill start working on the bomb ill use in my mod keeping that in mind :)
Posted 16 years ago2008-01-25 19:57:37 UTC Post #244309
I take it you got my PM?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-25 20:21:09 UTC Post #244310
yes

i just got together a quick map.

Theres a red "transparency" of the bomb on the wall, and when you use it, the env renders change it back to a normal looking bomb, and the time begins to run out before it explodes. Now, i just need to incorporate the timer onto the bomb.
Posted 16 years ago2008-01-25 20:33:05 UTC Post #244311
feel free to copy the entity setup i used
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-25 21:01:02 UTC Post #244313
I just finished the map, and then saw Tetsu0's. It's cool. I'd prefer func_walls though, because with the beams you have to set up a lot more entities.
Here's my timer http://twhl.co.za/mapvault_map.php?id=4978.
Hope you like it!
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-01-26 02:13:55 UTC Post #244321
WIN.

Superb work Tetsu0! I started the timer and it's still going after +9 minutes and still going! This type of work is way more than I expected for this challenge!

YOU WIN GOOD DAY SIR! = )

(the compo is still on for people if you still want to join, but Tetsu0 still wins forever and ever amen! : P )

TJB: It says it's missing a wad! I'll try to find it or just rename it in a little while so I can look!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-26 02:16:42 UTC Post #244322
:gak:
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-26 04:12:57 UTC Post #244323
Tetsu0:

For epic performance, above and beyond the mandate, please
accept this modest commendation to recognize your achievements:

The Epic Badge Of Win.
User posted image
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-27 03:14:34 UTC Post #244388
hahah thanks!
It's in my profile!
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-27 06:59:32 UTC Post #244393
I gotta say, it's amazingly refreshing to see some decent GldSrc mapping challenges/activities going on.
Cheers, and keep em' coming, I'll definitely join in if I have the time. :^_^:

Btw, should we sticky this and make it into an Ent Setup Challenges thread?
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-27 07:16:00 UTC Post #244395
Fine by me!

I have some ideas for the next challenge (if nobody else pics one)... aren't there so many possibilities for fun entity setups?! ; )

TJB: I recompiled your map (without the intended textures unfortunately: it was just easier then hunting the wads. DON'T FORGET TO FIX YOUR MAP VAULT ENTRY!). It was very similar but by no means identical to Tetsu0's in idea/execution.

Anyway, another superb entry, way above and beyond the challenge. For this type of situation, there is only one answer:

The Epic Badge of Win.
User posted image
Really guys, I'm so impressed with the work on these timers. If no one else joins, we will have to pick a winner soon. (remember, the Epic badge of win is a special award, like a medal of honor, only given out for extreme win in a situation, and is not directly linked with the challenge).

Will we get any more timer entries? Hope so! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-27 09:09:04 UTC Post #244400
I can't believe I missed this thread! D:

Moar challenges plox, I'll enter them all if I have the time to do so... if source is allowed?
I was too tired to read through all the posts

I won't be able to make a timer entity, because today and tomorrow I will be too busy I think
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-01-27 09:16:47 UTC Post #244403
It'd be hugely unfair, considering the enormous entity capability of Source. Make one for HL NOW or run to failure towne! = )

TJB (Madcow blocked edit lol): Your entry has nice advantages being built of brushes. Very nicely implemented. If I did this method i'd probably use env_renders and transparent textures, but just goes to show you all the variations of just ONE method of making the timer!

Download TJB's updated timer

(i hope you don't mind! when you fix the wad problem in the map, feel free to have a mod delete my bastart version of your map! = ) )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-27 09:20:16 UTC Post #244405
It'd be hugely unfair, considering the enormous entity capability of Source. Make one for HL NOW or run to failure towne! = )
That sucks! D:<

I suggest separate challenges.
Just shutting out source mappers is
unfair
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-01-27 09:23:46 UTC Post #244407
Then you have to find somebody who can map source do it... I would if I had the capability! = (
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-28 13:27:32 UTC Post #244464
Sorry about mine, my internet connection has screwed up. I'll have to upload it tommorow from an internet cafe.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-01-28 14:50:25 UTC Post #244468
Here's my belated try at making a timer/clock.

Nothing too special about it, just that it has rotating number plates you sometimes find in waiting room clocks.

User posted image

Clicky

Whadya think?
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-28 17:45:30 UTC Post #244480
Mine is the simpliest, not with a big entity setup, but it meets the requirements. A stopwatch with 3 func_rotating entities and a func_button. You can stop it and it will continue counting after pressing again. Cant figure out how to make it resettable, if you know pls PM me.
here it is

Daubster's clock is pretty nice :heart: like all others... :biggrin:
Posted 16 years ago2008-01-28 20:24:13 UTC Post #244492
I fixed it now. :biggrin:
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-01-28 20:43:53 UTC Post #244496
Sweet solution, but your timer is too fast according to the progression of the real time.
Posted 16 years ago2008-01-28 20:57:45 UTC Post #244498
I timed the main timer with a stopwatch and that seemed to be all right, apart from when it goes out of sync (I still don't know why), so you probably mean the smaller timer
I'd read that the animated textures have ten frames per second, so I made use of that. It might be wrong though.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-01-28 21:30:48 UTC Post #244502
Jeez Chirstmas you guys never cease to amaze! : O O O O

Daubster: <speechless>

I ripped your map apart to see how yours works, and I must say I still can't figure it out exactly how it works, even with the notes. (NOES I reded the raedme! = ) )

Tell me if this is the basic sequence:

1. trigger func door rotating rotates into place
2. env render that one invisible so you don't see it close
3. env render the next one visible
4. trigger FDR rotates into place
5. repeat

I loved the clock sounds and the water bottle sounds lol! The clock operation and presentation is nothing short of perfect. Of all the ways I could thing to do this, I never thought of this way!

Completely win. you knows what comes next my friend...

The Epic Badge of Win.
User posted image
(you guys keep making me give these out because you are too good!! they're supposed to be for special rare occasions, but you people keep winning on an epic level! = ) )

TJB: sweet, good on you = )

Redka: looks sweet. I'm opening it now! = )

Edit: Works flawlessly to start and stop and that the watch housing/hands are built sexytime!

You could incorporate this with 4 rotating, 10-sided cylinders and make the timer like a turnstile counter like Penguinboy mentioned at the beginning too.

NIce work fella! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-29 15:08:20 UTC Post #244542
Wow, thank-you! (Placed badge in profile aswell :^_^: )

I'll explain how it works with an example to make things clearer. Let's say it's rotating a number plate from 8 to 9. Here's what happens.

1) Number plate 8 is triggered to rotate and show the following number on it's back (9 in this case).
2) Alongside plate 8, plate 9 is triggered to rotate back to it's front side, since it's been rotated to it's back side in the last frame (just like 8 is in this frame).
3) Plate 8 is hidden.
4) Plate 9 is shown.

So yeah, you pretty much understood how it works. ;)
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-29 19:30:42 UTC Post #244565
Everyone: get ready to vote soon... a couple more days in-case anyone else wants to join in. The winner gets first choice on the next entity challenge!

)

Daubster: Oh yeah, and why/how did you make the number tiles "glow blue" right as they flip?! I like that but I don't know how you did that! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-30 12:10:33 UTC Post #244614
I think that somehow happens because of bluish lighting, combined with changing render modes during hiding/showing the plates.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-01-30 17:21:25 UTC Post #244627
Hmm....Let's say this is only a digital watch . What about a
User posted image
watch ?
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-01-30 18:58:25 UTC Post #244645
Mine is a stopwatch see here.
Posted 16 years ago2008-01-30 19:00:52 UTC Post #244646
There is an old watch example in the vault somewhere..
I think Elon Yariv made one. But I can't remember, and Im too tired to check
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-02-01 00:08:07 UTC Post #244722
Timer challenge is winding down, time to vote!

My vote goes to Daubster! = )

Here's yet another timer!

Pic
Download

It's more of a test map then anything. Also, I tried using a single MM for each dial to "smoothly" click a number into place by trigger/stop the wheel and adjusting the rotation. I got it close, but could never get it to stay perfect for more than 10 seconds.
Captain Terror Captain Terrorwhen a man loves a woman
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