The -cliptype precise does not seem to cut it that much.
The bevel texture works great. But do I need to make two brushes for this? One with the bevel texture and one that is Like func_illusionary so I can have a texture on it?
That is what I did. I will explain for others to use if they want.
func_breakable resets and has a target on break function which is what I used to make it work. What I did is set up a second env_beam that runs constantly (this would be in its own room and not seen by players). Then I put a func_breakable brush in its path. then I set the breakable brush to trigger the mutli manager which, I set up to turn the first env_beam on and then off in one motion.
Each round the beam breaks the brush which in turn activates the trigger beam and then shuts it all off in the same motion. leaving it ready to be triggered next round.
I tried your idea but the beam does not reset with the door. it either keeps shooting round after round. Or if I turn up the strike time it will shoot once but it will not fire after the first round.
I am looking for the same door effect as fun_matrix_reloaded. One door opens the rest stays locked. And a different door opens each round.
the random trigger tutorial here is the only answer I found that I thought would do this. But it seem env_beam is not suitable for this. Unless there is a way to make env_beam reset each round.
Hi, I was wondering if anyone knew how I could make env_beam shoot 1 shot at the beginning of every round and then stop. I have been messing with it for the last couple days but I can not get it to shoot once and then reset then next round.
Edit. I want to use it as a random generator so if there are any ideas for that it will help just as much. Thank you