Forum posts

Posted 19 years ago2005-06-10 19:14:37 UTC
in Best Way To Have An Auto Door Post #113679
Ok... so...:

Side A:
Trigger_Multiple targets door

Side B:
Button targets door

Door:
"use only" flag checked?
Set it to stay open for 5 secconds.

Trigger_multiple:
Delay before reset: 8 secconds

Func_button:
Delay before reset: 8 secconds

Is that right?

And what happens if someone presses the button when the door is opening from the trigger_multiple?
Posted 19 years ago2005-06-10 17:42:47 UTC
in Best Way To Have An Auto Door Post #113669
Hi... I just wanted to ask...

What is the best way to have a door open automaticly from one side but on the other side you need to push a button?

On the door that opens automaticly I want it to stay open until you go through it. I assume that I should use a trigger_multiple, so should I target it to a multisorce and the door has the multisorce as it's master? Or no? Thanks for the help again.
Posted 19 years ago2005-06-09 15:15:36 UTC
in Tele Problems Post #113453
SlayerA, thanks. That helped. You should make a toutorial on that.

Elon Yariv, that's what I've been trying to do!!! As I said... it doesn't work!
Posted 19 years ago2005-06-08 21:29:42 UTC
in grate see through Post #113338
Ahh.. don't worry... it took me a while to learn how to do that too.
Posted 19 years ago2005-06-08 17:59:40 UTC
in Tele Problems Post #113306
Yes ok. Now what exactly should I do with a trigger_relay? Could you go through it for me please? I think this is the step I'm getting messed up at.
Posted 19 years ago2005-06-08 16:25:10 UTC
in Tele Problems Post #113298
Ok... I have the teleporter turning off when the button deactivates. Thanks for the help.

Now... how do I make it so that a multimanager can trigger ther multisorce on and then off after a few secconds insted of the button? I want to put a multimanager in between the button and the multisorce.

Thanks Again
Posted 19 years ago2005-06-07 19:48:27 UTC
in Tele Problems Post #113182
Am I making any sense here? Do you guys know what I'm talking about? Forget about what I have said until now.

How do I trigger a trigger_teleport to turn on and off by using a multimanager to do it so that I can have other things going on at the same time?
Posted 19 years ago2005-06-07 17:10:48 UTC
in Tele Problems Post #113166
Umm... I assume that you can have downloaded my map.

First off all thank you for helping me.

Seccond, with the seccond multi_manager, I don't target the first one.

So what you are saying, is that I should have the trigger_teleport's master the multi_sorce and I should have the multi_sorce target something other than the trigger_teleport? Then I can trigger the trigger_teleport as if it's a light on toggle?
Posted 19 years ago2005-06-06 21:28:24 UTC
in Tele Problems Post #113021
Hmm... I've found a simpler way to put it. How do I get a multi_manager to target a func_teleport to turn on... and then a few secconds later to turn off?

Thanks again for the help.
Posted 19 years ago2005-06-06 16:24:02 UTC
in Poll: Genres Post #112976
A-B-C-D!
Posted 19 years ago2005-06-06 16:21:41 UTC
in help needed once again Post #112975
Hmmm... that doesn't sound like an HL1 Mapping Question.

Anyway... I have never had that happen to me. Paint always lets me re-save things and JPG.
Posted 19 years ago2005-06-06 16:20:16 UTC
in Tele Problems Post #112974
beams = lasers
Posted 19 years ago2005-06-06 16:05:51 UTC
in Tele Problems Post #112969
No, that's not what I'm trying to do. I want to push a button that turns 4 lasers on and then the teleporter, and then the teleporter turns off, followed by the beams turning off.
Posted 19 years ago2005-06-06 15:43:42 UTC
in Tele Problems Post #112964
AHHHHHHHH!!!!!!!! I think I see now. I've got the Multimanager and Multisorce in the wrong order. The multi_sorce triggers the trigger_relay which triggers the multi_manager. But then how do I trigger the teleporter? Again I'm back to my previous post... :confused: Ahh... that was a short lived brain blast.

AJ sobs
Posted 19 years ago2005-06-06 15:18:08 UTC
in Tele Problems Post #112957
"The concept is simple: it's a trigger that will only activate its target once everthing targeting it is active."

Yes... I understand that. But a multi_manager on triggers and then stops triggering. A button, like it's using continues to trigger it until the button resets.

Are you saying that I need to get my MM to target a multisorce that will act like a button does?
Posted 19 years ago2005-06-05 16:32:35 UTC
in Air Lock Post #112826
Wow... you're right... thanks for the help.

Live long and prosper.
Posted 19 years ago2005-06-05 16:32:10 UTC
in Tele Problems Post #112825
All I want to do, is trigger the damn teleporter to turn on... and then trigger it to turn off.

I don't get all of this multisorce and "Master" stuff.
Posted 19 years ago2005-06-05 12:00:40 UTC
in Tele Problems Post #112782
Grr.... can I upload the .rmf file and you take a look at it?

http://twhl.co.za/mapvault_map.php?id=3096

It the teleporter with all of the lasers arround it. The side with the flying weird looking things. You'll find it. Thank you so much. You are my GOD!
Posted 19 years ago2005-06-05 11:54:35 UTC
in Air Lock Post #112773
Well what does it do?
Posted 19 years ago2005-06-05 10:21:59 UTC
in Air Lock Post #112743
Null? As is a texture? Sorry, I don't know what NULL is.
Posted 19 years ago2005-06-05 10:20:51 UTC
in Grouping Problem Post #112742
Oh... well that's even worse.
Posted 19 years ago2005-06-05 10:20:06 UTC
in Tele Problems Post #112741
I have... but when I trigger the multisorce with a multimanager, how do I get it to stop being triggered?
Posted 19 years ago2005-06-04 22:01:17 UTC
in Air Lock Post #112651
Hmmm... Now look at this. Why is this doing this?
User posted image
Posted 19 years ago2005-06-04 21:56:46 UTC
in Tele Problems Post #112650
Ok... I'm having trouble turning the teleporter I have off.

This is what I have:

button targets mm1

MM1:
Name Value
Beam1 1
Beam2 2
Beam3 3
Beam4 4
multisorce 5
mm2 10

Multisorce:
Target = trigger_teleport

Trigger_teleport:
target = info_teleport_destanation

MM2:
Beam1 1
Beam2 2
Beam3 3
Beam4 4
multisorce 5
mm2 10
________________________________

How come after all of it is over, the teleporter stays active? And then when I press the button again, the teleporter turns off at the time it's sapose to turn on.
Posted 19 years ago2005-06-04 21:06:19 UTC
in Grouping Problem Post #112641
Well thank you all for your help.
Posted 19 years ago2005-06-04 18:09:34 UTC
in Grouping Problem Post #112632
Umm... Move To World seems to do nothing but deselet the item.
Posted 19 years ago2005-06-04 14:44:45 UTC
in Grouping Problem Post #112604
Yes... including the one that you don't want to change. So I can't do it? I shouldn't group stuff then I guess. Thanks for the help.
Posted 19 years ago2005-06-04 14:33:47 UTC
in Glass Post #112601
Well the traditional way is to set the mode to texture and then set the ammount to arround 200. The higher the number the more transparent.
Read the glass tutorials.
Posted 19 years ago2005-06-04 14:25:16 UTC
in Grouping Problem Post #112599
Yeah...

Umm... if you tie it to an entity and make it all good, and then you group it and tell it to tie to entity again it erases the original entity and you have to re-make it.

It sucks!
Posted 19 years ago2005-06-04 12:57:42 UTC
in Grouping Problem Post #112579
Hi... I'm very sorry for asking so many questions and making so many posts but you guys are very helpfull. And I thank you all for that.

So here is my latest problem. Ya know when you have a bunch of stuff grouped and then the only way to select only one of them is to press the ignore button? Well is there any way I can ungroup them? I press ungroup when they are selected but they would ungroup.

When I click the ignore groups button and right click on an entity I'm working on and click proporties, it doesn't bring up the proporties... instead it gives me a window that looks like this:
User posted image
Thanks for your help.
Posted 19 years ago2005-06-04 11:39:49 UTC
in stupid scrolling water Post #112551
Hmmm... So how could someone like me make this "scrolling water?"
Posted 19 years ago2005-06-04 09:14:40 UTC
in Bevel Texture Post #112516
Wow... that's more than I knew... I still don't understand the Hint brush thing... but who cares? Just don't use the ones ya don't know! :P
Posted 19 years ago2005-06-04 09:09:35 UTC
in map's Post #112515
The easiest way to start is to make a box and holow it out. Then press the ignore button at the top, click on the roof of the box and make it the sky texture.

That's the easiest way to understand what the map should look like.
Posted 19 years ago2005-06-04 09:05:44 UTC
in Resetting Textures After A Texture Lock Post #112514
Well no... I'm sorry sir, I didn't. Anyway... I will. Thanks again.

AJ out.
Posted 19 years ago2005-06-04 09:00:13 UTC
in Air Lock Post #112513
Hmmm... now I've got another problem though. How do I solve the water problem? I want it so that you can see that water through the wall and it higher, but you can see where the two water brushes intersect when you get close enough.
User posted image
User posted image
Do you see how some of the water is brighter on the surface than the others?
Posted 19 years ago2005-06-03 23:20:57 UTC
in Air Lock Post #112468
Hmmm... well I got it half going. I think I'll give it a break and go back to it later. I guess I don't really need your help anymore. I still want to thank you for err.... well I guess letting me organize my thoughts on this forum. Prehaps it will help someone else in the future.
Posted 19 years ago2005-06-03 22:27:57 UTC
in Air Lock Post #112464
GRRR!!! I've been working on this for hours! I can't seem to alture it so that it goes like this:

Starts out:
Door1 open (air side)
Door2 closed (water side)
water down

1: Door1 close
2: Water goes up
3: Door2 open
4: Door2 close
5: Water goes down
6: Door1 open

That's all I want to do. I don't care if it's all in one shot. I guess I should use 2 multimanagers to do that but it won't work! Grrr!!!

I want it to go like this then?:
Press button that targets MM1
MM1:
1: Door1 close
2: Water goes up
3: Door2 open
4: Target MM2

MM2:
1: Door2 close
2: Water goes down
3: Door1 open
Button resets

Now if only I could do it! I'm sorry for posting so much and often, but it's really starting to piss me off.
Posted 19 years ago2005-06-03 21:20:41 UTC
in Air Lock Post #112463
Hi... I want to use this Airlock prefab in my map:

http://prefabs.gamedesign.net/download.php3?prefab_id=1763&game_id=3&category_id=5

I have it working and everything, but I don't know how it works. I would like to add some stuff to it so that it works better with the custom mod I'm running. Is there anyway one of you great people could draw me one of those pictures? Ya know? The ones that say, "Multimanager (Name here) triggers env_sprite (Name)"

And they have little arrows. Please? I would love whomever did that for me! YOU'RE MY GOD!

Thanks for any help.
Posted 19 years ago2005-06-03 21:14:41 UTC
in Resetting Textures After A Texture Lock Post #112462
Ok.. thanks.
Posted 19 years ago2005-06-03 18:53:56 UTC
in Resetting Textures After A Texture Lock Post #112449
Ok thanks you guys... It worked.

Ummm... there are no tags there. But thanks anyway.
Posted 19 years ago2005-06-03 16:03:10 UTC
in Resetting Textures After A Texture Lock Post #112424
Posted 19 years ago2005-06-03 16:02:34 UTC
in Resetting Textures After A Texture Lock Post #112423
Ok... How do I reset the textures to the grid after I have moved the brushes arround the map with texture lock on? It's very hard to explain but it happens alot in my map because I need texture lock on for alot of stuff. I took a screen shot of what I mean.

<img src="http://img.photobucket.com/albums/v167/Zat_AJ/Textures.jpg">

I've tried changing the texture and then changing it back again but that doesn't work. Thanks for your help.
Posted 19 years ago2005-06-01 18:56:32 UTC
in Limit.. What is it? Post #112168
Wait... so I can make my own sprites? WOW!
Posted 19 years ago2005-06-01 18:53:42 UTC
in Bevel Texture Post #112167
Ahhh... ok I get it. It gives that ghost looking feedback crap.
Posted 19 years ago2005-06-01 15:17:50 UTC
in Bevel Texture Post #112146
I think he means glowing.
Posted 19 years ago2005-05-31 16:44:15 UTC
in Making a small LED type light. Post #112000
Yeah, I just used I sprite, I guess I didn't think of that. Thanks for your help.
Posted 19 years ago2005-05-29 13:25:32 UTC
in Make Sure The Sprite Is Off! Post #111535
Well it seems simple now that I think of it.

When the sprite is on when everyone dies, it stays on during the next round, but it's switched with the trigger_hurt and the lights. So when you press the button the sprite turns off and the trigger_hurt turns on. So, but triggering the sprite to always be off everytime you press the button before it turns on, they won't be switched.

Thanks again for all of your guyses help.
Posted 19 years ago2005-05-29 13:03:06 UTC
in Make Sure The Sprite Is Off! Post #111525
I just realized something. What if someone clicks the button to turn the flame on, during the time that the trigger_auto turns it off? Grrr!! I need something that triggers at the begging of every round. Not at the begging of the server. Thanks anyway, but this won't work.

Cound I do this?:

button triggers multimanager
multimanager triggers trigger_relay
multimanager also triggers the flame sprite on after a seccond is left to make sure that the flame is off.
trigger_relay triggers flame sprite off one seccond before the flame sprite is turned on.

That would make sure that the flame sprite and the trigger_hurt, arn't on at the same time. Would it not?
Posted 19 years ago2005-05-29 12:42:44 UTC
in Make Sure The Sprite Is Off! Post #111517
Trigger_auto eh? Can this thing be set to trigger something at intervals (ex. Every 60 secconds?)
Posted 19 years ago2005-05-27 20:55:53 UTC
in Rats Map Post #111263
Wait a seccond... I just found another toutorial I haven't seen about texlights. I will check that out now. Keep up the good work!