Forum posts

Posted 19 years ago2004-06-17 19:17:03 UTC
in arbitrary teleporting Post #34489
well - okay I know the on/off light deal - never mind, the thing is just a bit more tricky than that - it involves also changes in geometry - sorry for being such a lameass in describing da prob...! I figured it out using the ordinary teleport stuff, but then I just added a momentary white fog - it looks pretty nifty by now - you get a rather dillusional feeling by getting hit by this hard flash of light/fog....! thanx 4 the replies homies ! :nuts:
Posted 19 years ago2004-06-17 17:21:36 UTC
in arbitrary teleporting Post #34437
Weird - it might seem to some - but I want to be able to teleport my player without having a specific teleport 'area' ! The basic idea is, that I want the player to experience some dramatic changes of lightning. So the player should be teleported between two completely identical rooms, where only the lights have been changed. The timing of this will be controlled by a multimanager (I think), so the teleport happens suddenly. The prob is like; How do you get the coordinates of the player, so he/she teleports to the exact same place as he was before, but in the 'new' room (without having to enter a trigger_teleport mind ya). The truth is out there........ I guess !? :nuts:
Posted 19 years ago2004-06-17 17:12:04 UTC
in easy way to make an elevator Post #34435
Hey - check the tutorials B4 postin' a question man.....! Use da f***'in func_train - chip in some path_corners and fire it all up with a trigger/button - read the tutorials: http://cariad.co.za/twhl/tutorial.php?id=10 :o
Posted 19 years ago2004-06-17 14:09:23 UTC
in teleporting func_train Post #34323
The path_corner 'teleporter' flag works exactly as Captain P predicted. I wouldn't know if there might be some problem regarding the 'player death/not teleporting' remark, but seen that my 'train' isn't actually carrying any personel, it doesn't really matter. Thanx dudes :D
Posted 19 years ago2004-06-17 13:20:57 UTC
in teleporting func_train Post #34305
Hi folks -
Is it possible to "teleport" a func_train entity between, say, path_corners ? I want a train entity to start in one room of my map, and then suddenly appear in another room. Then in the next room, it will again get triggered to follow a path_corner layout. I'm using Spirit, and I juss love it, maybe Spirit has some weird Locus/scripted_trainsequence that could be used for this....?? :
Posted 19 years ago2004-06-10 05:51:13 UTC
in resetting func_button Post #31967
Aiight - just installed the spirit mod, it seems to hold some rather amazing new entity possibilities (at least that I wasn't aware of). The trigger_inout works like a charm. Thanks Captain P - and again, I can't stress enough how sorry I am about - U know what ! It'll never happen again - and I sure appreciate the help I recieved !!! :)
Posted 19 years ago2004-06-10 04:14:09 UTC
in resetting func_button Post #31957
Hey thanks for the, as allways in this wonderful forum, fast replies.... Sorry m'bout the kids stuff....Looks like I may have unintentionally provoked the pride of the powerful men/women that roam this forum. All I can say is: What makes a man, is it the power in his hands - is it his quest for glory.......Is it the way he fights every day - so that we can know his story....?:)

I'll check out the Captain P way of doing things - sounds like a logic way to go about it.... Does Spirit have better lightning options than the regular HL ?
Posted 19 years ago2004-06-09 16:51:11 UTC
in resetting func_button Post #31869
Hey kids !
I was juss wondering; I've created a square floor, which is divided in, say, 16 squares (kindda like a lightning 80's dancefloor). Each of the 16 divisions, holds a func_button. When the player enters one of the squares, he activates the button, which starts a series of events (never mind what for now). What I want 2 achieve, is that when the player enters a square and just stays on one of the floorbuttons, the event is triggered once, then when the player leaves the floorbutton, the button is reset, so it will activate the events again if player retriggers the button. The problem is that when the player stays on the button, it keeps retriggering - of course I could mess around with the crappy "delay before triggering" thing, but that's just not good enough. The player should be able to stay there 4ever if he so desires. Anyone has some thoughts on that - it'd be much appreciated.
-Another question by the way; Does the TE_DLIGHT script, work better than the ordinary lights (on/off switch), does it make brushes cast shadows ? I mean, those ordinary "dynamic" lights looks pretty dull, me thinks.....!? :|
Posted 20 years ago2004-04-01 12:28:20 UTC
in Rugged edge shadows/ambience Post #20971
thanx 4 da fast replies - really nice forum this one - I've checked out the -extra command, and it works allright, but I still get som rather rugged ("staircase like") shadowoutlines though. I'll try working a bit on the sizes of my textures !
Posted 20 years ago2004-03-31 13:23:47 UTC
in Rugged edge shadows/ambience Post #20904
Why is it........ That sometimes lights create very rugged (not smooth) shadows on walls/textures ? I know that if u try playing around with the scaling of textures, it looks better the smaller scale the textures have. But this creates lagging and slower compile times. Is there any way, to create textures that actually fit the brushsize, without tex-scaling ?
Another question, is there any way to make your map have a static ambient light-level, so that it never gets completely dark, say in the corners, that the shadows are opaque...?