Forum posts

Posted 10 months ago2018-11-19 00:24:03 UTC
in Visual underwater effect Post #341272
Hey,

I want to create a scene similar to this in a HL1 map:
User posted image
It should give the player the feeling of being underwater, but functionally shouldn't affect the movement or weapons.
To be clear, I don't want to make the player swim, I want to simulate the visual effect of being underwater while still retaining normal outside-of-water physics.

Visual power of suggestion is key here, i.e. adding underwater plants and some env_bubbles here and there and also simulating the water surface with a layer of transparent func_water at the top. All that is not a big issue.
But I'm having trouble simulating the the overall blue-ish tone and the limited depth of field / foggy effect that gradually limits your view on objects further away when you're in water.

Does anyone have an idea of how I could possibly achieve something like this?
Posted 1 year ago2018-09-16 11:41:30 UTC
in Temporarily disable triggers mid-game Post #340893
Yup that works, thanks.
Posted 1 year ago2018-09-16 01:50:32 UTC
in Temporarily disable triggers mid-game Post #340890
Is it possible to temporarily disable a trigger_multiple for X seconds with another trigger_multiple?

So if trigger_multiple_2 is touched, trigger_multiple_1 will be disabled/set inactive for 2 seconds for example.

Is it possible? If yes, how to do it?
Posted 1 year ago2018-09-14 14:08:26 UTC
in func_button + trigger_push Post #340875
Thanks a lot, that helped.
It's working as it should now.
Posted 1 year ago2018-09-13 22:04:28 UTC
in func_button + trigger_push Post #340869
Hello,

I'm trying to get something to work, the following entities are used:

1. trigger_multiple
2. func_button
3. multisource
4. trigger_push

The scenario goes as follow:
  • Player touches trigger_multiple
  • It triggers the func_button
  • Which in turn triggers multisource
  • Which in turn triggers trigger_push
The problem is in the behavior. Currently, it sort of works as a toggle. Every time trigger_multiple is touched, the trigger_push is either activated or deactivated and remains in that state until it is re-triggered and then switches the state.

However, what I'm actually INTENDING to achieve (but failing to do so) is that every time trigger_multiple is touched, trigger_push is just briefly activated for a split second and then automatically deactivates again say 0.5s later, basically making it an instant short burst rather than making it stay.

Any pointers as to how achieve this?