Panels that change texture when you step on them

Half-Life HL
Panels that change texture when you step on them by Oskar Potatis
Posted 13 years ago2011-05-27 17:43:32 UTC • Examples • Half-Life
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Name
Panels that change texture when you step on them
By
Oskar Potatis Oskar Potatis
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Examples
Included
BSP, RMF/VMF
Created
13 years ago2011-05-27 17:43:32 UTC
Updated
2 years ago2022-01-31 00:01:26 UTC
Views
4811
Downloads
1008
Comments
17

A panel returns to its original state when it doesn't have any players on top of it.

Created in response to "billie jean effect" forum thread.

17 Comments

Commented 13 years ago2011-05-27 17:58:51 UTC Comment #19167
that is really cool! it would take me a while to understand exactly what is going on with those enities tho.. did you basically simulate a "if, then" loop where if the player is on a trigger, the mm is repeatedly triggering the texture to the on postion?

We should bring back the entity challenges, though i think you would smoke everyone. =)

Works absolutely perfect, even stepping on multiple squares it doesn't get get messed up. Very good!
Commented 13 years ago2011-05-27 19:08:34 UTC Comment #19168
Potatis smoke everyone on entity challenge? I'd like to see that ;)
Commented 13 years ago2011-05-27 19:33:11 UTC Comment #19169
oh shi.. that sounds possibly like a challenge?
Commented 13 years ago2011-05-27 19:44:32 UTC Comment #19170
Danke Kapitän!

There's a looping multi_manager which does this:
Set main relays to target "off" relays
Wait 0.08 seconds
Trigger main relays
Wait 0.01 seconds
Repeat

Then there are trigger_multiples which do this every 0.03 seconds there's a player inside: Set main relay associated with this panel to target the "on" relay associated with this panel.

I thought of using func_wall_toggles but I decided not to because I didn't want to mess up gunshot decals and spray decals.
Commented 13 years ago2011-05-28 06:05:44 UTC Comment #19171
read what I said on the dudes forum post, I think it's pretty much achievable with trigger_multiple with a delay that targets a multi_manager, simpler.
Commented 13 years ago2011-05-28 15:53:31 UTC Comment #19172
I've read it and I think your method would cause flickering at the end of every fourth second (haven't tested). There's also a problem with timing. If you leave a panel at 0.1, it'll stay lit for ~four more seconds. If you leave a panel at 3.4, it'll stay stay lit for ~half a second. That wouldn't look smooth.
Commented 13 years ago2011-05-28 18:05:48 UTC Comment #19173
That's why you should experiment with it. 3.9 was just an example, if you change it to 4 there should be no flicker. Also I told him the value is an example too, so if he wants it smoother he should set in on something like 1-2 seconds, that way if he leaves on 0.3 or 1.5 it would seem a lot smoother.

Oh by the way, you have actually seen the billy jean video right? the blocks stay lit as he walks off them and slowly light down, hence my effect would be more appropriate since the light would stay there for a bit after he steps off it.
Commented 13 years ago2011-05-28 18:07:16 UTC Comment #19174
It's all about simplicity, you method might be more accurate, but I'm guessing it uses more entities as well. I'm guessing he would have a lot of panels so it might be a pain putting a complex setup for each panel, I'd go for the easier-less-entity-space-consuming version :P
Commented 13 years ago2011-05-28 22:55:09 UTC Comment #19175
@skals: i can see how that would trigger it off, but how does your method "sense" when the player is off the pad? would you have the ajacent 8 panels trigger the previous one off, or make it so that any block triggered automatically sets all the other ones to off?

i like potato's version cuz you can sit on the interstction between 4 blocks and trigger them all on. [url=would yours do this too?

potato: you did all the work to build the system, no spend 15 more minutes making it look pretty with togglable texlights.. might be epic. =)
Commented 13 years ago2011-05-29 00:56:32 UTC Comment #19176
The name of the map is very original.
Commented 13 years ago2011-05-30 05:38:16 UTC Comment #19177
No captain... It just triggers off when there is no one standing in the trigger_multiple... meaning if you step on the panel it is triggered on, and if you walk off it then it turns off. :P not quite sure what you're talking about, you might be confused.
Commented 13 years ago2011-05-30 08:34:46 UTC Comment #19178
so whilst you're sitting on the trigger the mm is constantly being pummeled, and when you step off the trigger the pummeling ends? (trigger multiple set to a low reset rate?)

dunno why, but i'm having a hard time wrapping my head around this particular area.

BTW: you could probably be of some great help to Instant mix and his portal map:

https://twhl.info/vault.php?map=5633
Commented 13 years ago2011-05-31 02:43:29 UTC Comment #19181
It's on a timer. You step in, hit the trigger, the panel lights. Then after a preset time, the panel goes back off and the trigger resets. BUT, if you're still standing on the panel (or rather, in the trigger) you immediately turn it back on.

So technically, while you're standing there, the panel keeps going off and back on, even if only for a frame or two.
Commented 13 years ago2011-05-31 21:09:21 UTC Comment #19184
wow superb.. pity that michael jackson can't see this.. i'm sure he would become hl fan
Commented 13 years ago2011-06-02 11:53:36 UTC Comment #18686
no disco, it would not flicker if you set the reset time to the same time the trigger gets turned off, since the next mm turns it back on in 0 seconds, meaning instantly. no flicker.
Commented 13 years ago2011-06-02 15:49:34 UTC Comment #19188
I'm not so sure about that. Half-Life's timing is pretty loose. But I'm speculating.
Commented 13 years ago2011-09-04 12:29:36 UTC Comment #19435
Wow, this is awesome :D Great work setting up those entities. This will helped me solve a problem for a map I'm working on. Very useful feature to sense whether a player is in an area or not. There should be one entity for this :S.

Im curious about func_plat. This one is triggered when a player is on it and goes back to initial state when player goes off. However it doesn't have a target field :S.

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