Wind Created 19 years ago2005-03-09 22:57:01 UTC by BrattyLord BrattyLord

Created 19 years ago2005-03-09 22:57:01 UTC by BrattyLord BrattyLord

Posted 19 years ago2005-03-09 22:57:01 UTC Post #96089
Thats right, I have a question :o

This may be an easy one to answer but:

I'm making a Gothic archetexture map to show of my VM. When you are climbing along the flying-buttresses, I want to make the player move a little because of the wind. I also want it to be a little random, and have a sound associated with it. I want to know if this is possible with the HL1 engine.

I know that some trigger_pushs will work, but I want it to be more random, and I want it to come in pulses.

Could i do this with complex triggers and good timing?

Thanks,
Da Brat.
Posted 19 years ago2005-03-09 23:24:40 UTC Post #96093
you could use a bunch of small trigger push ents triggered on and off by various multis that have random trigger pushes assighned to them to target.

ex.
you have 20 pushes set up, they have names push_(1-20)
you also have 10 multimanagers, each with between 2 and 5(randomly picked) pushes assigned to them. you could then have an entity loop(auto targets relay, relay targets multi, multi targets relay and the push multis after a different amount of time for each multi.

the more complicated you make the system the more random it seems, i think ill make an example map soon, but im to tired to do it right now.
Posted 19 years ago2005-03-09 23:39:48 UTC Post #96096
You have to do it that way, no env_wind or the like in HL1.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-10 09:41:18 UTC Post #96129
accually, i just thought of a better way to do it then the way I posted above, ill put it in the example im workimg on
Posted 19 years ago2005-03-10 11:47:45 UTC Post #96150
There was a tutorial on VERC about triggering things randomly.
Posted 19 years ago2005-03-10 15:29:48 UTC Post #96187
Maybe you could put triggers along the way randomly as you are climbing along so that when you went through them it would cause it to move. but this way if the player stood still it wouldnt move at all.
Posted 19 years ago2005-03-10 18:48:30 UTC Post #96251
You can trigger randomly by using an env_beam and/or env_laser, and having multiple other entities with the target name of the beam entity. Might also need to tick "random strike" in the beam flags.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-10 19:01:51 UTC Post #96255
oh right i remember that now.
Posted 19 years ago2005-03-10 21:50:59 UTC Post #96280
example in the vault, ignore the screeny
Posted 19 years ago2005-03-11 18:01:28 UTC Post #96407
Thank you very much for all of your suggestions. I'll use them to try and find the best way to do this.

(BTW, you'll see the first of my infamous "Swinging Ropes" in this map)
Posted 19 years ago2005-03-12 06:34:38 UTC Post #96457
Look forward to it.
Seventh-Monkey Seventh-MonkeyPretty nifty
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