Created 2 years ago2022-02-04 19:09:23 UTC by DocRox
"targetname" "strike_siren"
Or if you prefer the bunker door timing:
"targetname" "bunker_maindoor"
For custom timings, you could add a new multi_manager with the same name as the multi_manager that's handling the whole sequence, so they get activated at the same time:
{
"classname" "multi_manager"
"targetname" "strike_mm"
"your_sprite_targetname" "0"
"your_sprite_targetname#1" "10"
}
You can adjust the 0 and 10 to whatever times (in seconds) that you like. Just as with the siren or main door timings, this also requires your sprite to have a name, but now you should use a name that isn't used anywhere else, to ensure that your multi_manager will be the only entity that's triggering your sprite:
"targetname" "your_sprite_targetname"
"targetname" "usaflagdoc"
, then your multi_manager should contain "usaflagdoc" "0"
and "usaflagdoc#1" "45"
."classname" "env_glow"
to "classname" "env_sprite"
. An env_sprite with a targetname will initially be disabled, and it will become visible when triggered (and invisible when triggered again).{
"classname" "multi_manager"
"targetname" "strike_mm"
"usaflagdoc" "0"
"usaflagdoc#1" "45"
}
And this is how your sprite entity should look like:
{
"origin" "1 -949 -1440"
"scale" "1.0"
"model" "sprites/usaflagdoc.spr"
"rendercolor" "255 255 255"
"renderamt" "255"
"rendermode" "4"
"renderfx" "14"
"framerate" "20"
"classname" "env_sprite"
"targetname" "usaflagdoc"
}
{
"classname" "game_score"
"targetname" "strike_mm"
"points" "1"
}