Bomb destroys entities? Created 16 years ago2007-08-11 13:40:48 UTC by Sheepdog Sheepdog

Created 16 years ago2007-08-11 13:40:48 UTC by Sheepdog Sheepdog

Posted 16 years ago2007-08-11 13:40:48 UTC Post #231847
Well, I was experimenting for a few hours trying to get something to work, but it isn't giving me much luck.

My question is, can func_bomb_target's take out entities that aren't breakable? Like, with some kind of killtarget but will come back. For example, I have a sound at one site, and a rotating blade at the other that I need destroyed.

Is there a simple way to do this?
Posted 16 years ago2007-08-11 16:30:26 UTC Post #231871
For the rotating blade - use an env_render to hide it when the bomb blows. To make it visible again next round- you'll need a multi_manager named game_playerstart, that triggers another env_render.
For the sound - triggering it when the bomb explodes should turn it off it it's on.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-08-11 20:02:27 UTC Post #231894
Alright well I did all that; I connected the first render to the bomb, and that works just fine. But then I made the multimanager, named it game_playerstart, and put in the keyvalue targeting my second render (which I have render mode "texture" and FX Amout to "255").

When the round restarts the func_rotating blade is still transparent.

Am I doing something wrong?
Posted 16 years ago2007-08-11 21:16:03 UTC Post #231902
Don't env_ renders just tell the engine to not render an entity?
So probably just telling the 2nd env_render to target the blade should set it right again.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-08-11 22:05:28 UTC Post #231913
Yeah, but it needs to trigger it as the round starts up. Would I name the second render game_playerstart? Er.. does that work as I interpreted it from Daubster?
Posted 16 years ago2007-08-12 05:05:59 UTC Post #231923
which I have render mode "texture" and FX Amout to "255"
Change the render mode to Normal. Texture will stay transparent even with 255 FX in some situations.

As for naming the render game_playerspawn - I haven't tried that with any other entity besides the multi_manager. It might work, just try it to find out.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-08-12 12:23:46 UTC Post #231935
Yes!! It works now... I was typing game_playerstart instead of game_playerspawn. Your typo threw me off for days haha.

Thanks so much.

(Yay Now I can start making my lawn mover for my map... Rofl)
Posted 16 years ago2007-08-12 12:33:56 UTC Post #231936
Hoshi- Sorry bout that. :P
Glad it worked out anyway.
Daubster DaubsterVault Dweller
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