I want the doors to open when you walk up to them, no pressing "use", and then I want them to shut after 5-6 seconds. What options will I need to set to achievewell, you can give both sliding doors the same name, and set their "delay till close" attribute to 5 or 6. then put a trigger_multiple where you want the player to be standing when the door gets activated, and put the name of the doors in the "target" atribute.
Also I would like to know if a breakable can have more than one target on break.well you can always give multiple entities the same name, then the breakable will target them all.
What, you mean that I can't see through the see-through cylinders in hammer?yes, that's what i mean.
I've selected a cylinder that I want to make see-through, right-clicked on it, clicked tie to entity, set the Render mode to texture, and finally set the FX amount to 10 (I've also tried 1 and 50). Yet it doesn't make my cylinder see-through. Help me please!this may be a dumb question but... did you compile the map?
tell us noob, and we can ban himsad...
Does anybody have a good technique for coming up with original material?i don't really know if there's a substitute for imagination. just think about what you would find fun in a game. what kind of stuff would you like to see/do in a game.
Anonymous put a nice example map of his solution in the map vault. Cool stuff!hey thanks!
sorry but im not good at gammar or that stuff if i used it it would look worse then it is now[dont worry about the grammar police :P, just try and make your posts as understandable as possible.
Not reallyno, really... IMO some of the tuts could be names a little better... like the USING Sprites tut, could just be Sprites or Sprite Usage. We all know where to look for specific info, but a noob might just look in the S's for info in sprites... kind of frustrating for a beginner, IMO
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----------[ < { one player is in the right spot
[ [
----------------< { both players are in the right spot and the shootable button gets activated... voilaI have 5 doors that are linked with a multimanager and I would like them to "activate" when two trigger_multiples are triggered.make a damaging beam hit a target.
And yes, seventh, while the anonymous poster seems to be thinking a bit more, he is nonetheless a coward and non-entity.zzz