Forum posts

Posted 20 years ago2004-02-28 10:26:01 UTC
in light shining thru walls Post #17685
i have a hallway with several doors leading to some rooms. above each door on the hallway i positioned a light which glows red or green, depending if the door is locked or not. the problem is that the light shines thru the door and is visible on the floor in the room on the other side as well, but there is no hole/space or anything which could allow the light to pass thru - there's just the door and the wall around it. is there a way to block the light and prohibit it from shining thru?
thx.
Posted 20 years ago2004-02-24 08:15:52 UTC
in multitriggering Post #17195
hm, i tried but couldn't quite figure it out with the multisource. how should the guards triggering be made non functional? anyway, with spirit there's the possibility to let the multi_manger kill itself after fireing once. this works good but has the disadvantage that this is kind of a fire&forget solution which i don't like so much.
Posted 20 years ago2004-02-24 07:41:15 UTC
in killing an apache Post #17194
i now fixed it by letting him fly into a pretty hellish trigger_hurt, but not after having lowered his armour-rate (i use spirit and now that works). not the nicest way and a bit unlogic that the chopper that drops me for a sneak-operation explodes afterwards so that any guard around 20 miles should notice that i'm here ...
Posted 20 years ago2004-02-24 07:35:24 UTC
in multitriggering Post #17191
i have a alarmsystem (multi_manager connected to light, sound and an automatic turret) which should be triggered, whenever a guard sees me. the problem is, if the first guard spots me the alarm goes on, when the secon guard sees me, the alarm goes off. i do know why that happens, but i don't know how to avoid this. i tried to fix it with an env_global triggered by the guards which sets the right master state of the multi_manager but it didn't work.
Posted 20 years ago2004-02-22 17:24:01 UTC
in killing an apache Post #16967
i want the monster_apache to disappear when it gets out of the players sight, because i dont need him anymore. kill target does not work on him. is there a way to get rid of him (without having to shoot him down)?

second question: when the apache leaves the players sight i want his rotor-sound to fade out, but he seems to have a built-in sound which i cannot control. is there a way to let his sound fade or attach an ambient-generic to him (while deactivating his own sound)?
Posted 20 years ago2004-02-22 17:21:51 UTC
in deactivating looped ambient_generics? Post #16964
is there a way to kill a looped ambient_generic?
i have created a fan with an ambient_generic attached to it, but when i trigger a kill target on the ambient_generic it continues.
Posted 20 years ago2004-02-01 09:05:06 UTC
in mapping difficulties with cylinders Post #14794
sorry, but here's another basic question. couldn't find anything in the other posts.

whenever i try to make a simple cylindrical room (either with the hollow-tool, or by building it up seperately, floor, circle-wall, top) i get leaks or at least the texture-seams between the faces look horrible in hl.
how is it possible to make a decent roundhall which does not cause problems?
the situation gets even worse when i try to cut out a hole in the ground (of course having another hull below), e.g. to make a tunnel to the level below, or to make a pool.
this copletely destroys the vertices and causes nuthin but leaks.
Posted 20 years ago2004-02-01 07:16:30 UTC
in monsters won't appear Post #14788
tfc is multiplayer indeed, but i thought it might be a bit more thrilling integrating some nasty monsters as well ...
Posted 20 years ago2004-02-01 07:08:07 UTC
in monsters won't appear Post #14784
i run the test map directly out of worldcraft or via windows/execute console. the point seems to be that monsters just don't spawn in tfc (console report on startup says "can't init monster_whatever"). tried my maps in ordinary hl an they worked.
Posted 20 years ago2004-01-31 20:27:33 UTC
in monsters won't appear Post #14696
... i forgot to mention, that also the map "in the beginning part 6" (monster tut.), which i downloaded from the tutorial section doesn not work. no monsters at all!
Posted 20 years ago2004-01-31 20:19:57 UTC
in monsters won't appear Post #14695
after compiling my test-map (which is just a box including player_start, one light and one monster_barney entity) barney does not appear (nor do any other monsters i tried). strangely i don't get an error-message.
my system is w2k, halflife tfc, worldcraft 3.33.

can anyone help?