The Mystery of The Missing Entities... Created 21 years ago2003-10-31 22:19:12 UTC by m0p m0p

Created 21 years ago2003-10-31 22:19:12 UTC by m0p m0p

Posted 21 years ago2003-10-31 22:19:12 UTC Post #3784
I'm getting on quite far with my Nuclear Core project but when I try to add the entities trigger_changelevel and trigger_transition to link to the next map, the entities are missing from the list! I have the latest patches. Is the newest FGD the update for 1.0.0.9. That is the one I've just downloaded. About the mod, it is coming along quite nicely! I've built the control room (which has a dead Barney with a shotgun, a dead scientist, and a scared scientist), the HEV room (pretty self-explanatory), the core (which has some aliens in it, and an impressive core) and the transition room which leads to the generator! I will release the first map for testing soon. I put it on last night but it didn't upload properly so I'll put it on again tomorrow probably!
It did have some very bad leaks earlier, so I covered all of the outer surface in solid block and that fixed it!
m0p m0pIllogical.
Posted 21 years ago2003-11-01 13:11:42 UTC Post #3804
The trigger_changelevel and trigger_transition are brush-based entities. Meaning you have to make a brush first, then highlight it and tie-to-entity (Cntl + T), then you will see them in the list. Also, fixing leaks with the solid block (skybox) will cause other problems later on. It's best to find and fix the leaks properly. I could be wrong, but I think the newest HL fgd is 1110.
Posted 21 years ago2003-11-01 15:07:00 UTC Post #3805
u put a box round the level? oooooooohhhh that is nasy my friend, nasty.
Posted 21 years ago2003-11-02 21:32:21 UTC Post #3835
Unless covered in a garishly bright color to find those pesky leaks and fix them. :)
Posted 21 years ago2003-11-03 03:37:40 UTC Post #3836
A nice way to get rid of leaks is to build a solid block that covers every other brush in the map. Then start expert compiling and tick only the first entry, csg and bsp. Then begin to decrease the block size slightly. Take one part at a time. And run compiling everytime you do that.
Posted 21 years ago2003-11-03 03:47:27 UTC Post #3838
Yeah - more than slightly, though, I usually halve mine each time 'till I get a more reasonable area.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-03 10:33:35 UTC Post #3867
Thanks for the help about level changes! :) The reason I got all of those leaks was I was trying to carve out doors using the carve tool, that made loads of leaks in the floor and ceiling! Is there another way to put doors in? Because that is the only way I know! I am delaying the mod to be posted because of all of the leak problems! I will copy all of the core and verything and start a new map without all the bloody leaks!
Another note, how do you build working door mechanisms that use a button? Cos I've been trying to build some doors to go on my maps!
m0p m0pIllogical.
Posted 21 years ago2003-11-03 13:33:12 UTC Post #3877
For the doors, here's an extract from Andy's tutorial:
[b]Buttons[b]
I've made this door slightly different to the first one, in that this one won't open unless you press the button to the left (not shown in the picture because I added it later). To create a button-triggered door, give the door a name value, and make sure the door is not use only, because that prevents triggering. Then assign a locked sound if you want. Unlocked sound isn't neccessary if you assign a sound to the button. Create the button brush however you want, with whatever textures, and then tie it to the func_button entity. Give the button a sound if you want and make the target attribute the name of your door. The button's delay before reset is quite important. If you make it 0, then the button stays active until you press it again. If you choose stays pressed then you aren't able to reset the button. Anything in between is the number of seconds until the button returns to 'off' position. In flags, set toggle on so that the button's texture turns 'on' and 'off', and turn do not move on as well, so that the brush doesn't move (that's for plunger-type buttons etc.)
Seventh-Monkey Seventh-MonkeyPretty nifty
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