Replace function Created 21 years ago2003-10-10 16:34:38 UTC by _JesteR_ _JesteR_

Created 21 years ago2003-10-10 16:34:38 UTC by _JesteR_ _JesteR_

Posted 21 years ago2003-10-10 16:34:38 UTC Post #2454
Does anybody know if it's pssible to replace brush entities ex:
"button_target" to "func_wall". If it is, how do I do? DOH!! :)
Posted 21 years ago2003-10-10 16:51:41 UTC Post #2457
It can be done, but i'll need to actually make it to explain fully, but i don't have time so i'll just give you the consept to ponder over...

Func_wall_toggles...mu... hang on.. just one func_wall toggle....

make it "visible" by triggering it... this will stop the player from beeng able to shoot at the button_target... and trigger it again to 'enable' the button

make the func_wall toggle invisible in the game by doing the same as for a ladder (rendermode > solid ; renderfx > 255 etc..)

BTW, could this be a ploy to boycot the use of a multisource? > i'm not sure (unless i compile) but i think button_tergets can use masters...
hmmm...
Posted 21 years ago2003-10-10 19:10:18 UTC Post #2469
No no, you don?t understand. My whole level is button_target instead of func_wall. I'm wondering if theres any way to replace the brushes instead of changing it one by one
Posted 21 years ago2003-10-10 19:11:27 UTC Post #2470
Sorry for the "?" letter
Posted 21 years ago2003-10-10 21:28:37 UTC Post #2472
Select all the button_targets using the entity report. (Select the first one in the list then scroll down and select the last one while holding down the shift key.) Then bring up the properties and change it to func_wall. That will change the whole selection at once.
Posted 21 years ago2003-10-11 04:43:20 UTC Post #2483
BTW? did you say the ENTIRE LEVEL is button_target?

AAAAaaaagh.. BAaaad idea... first of all it won't compile... if there are no normal brushes in a map.

or am i just ignorant and totally missing the point - again :
Posted 21 years ago2003-10-11 09:08:17 UTC Post #2493
It compiles but it takes 50 secs instead of 20
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