blinking func_illusionaries? Created 14 years ago2009-10-20 06:00:41 UTC by psilous psilous

Created 14 years ago2009-10-20 06:00:41 UTC by psilous psilous

Posted 14 years ago2009-10-20 06:00:41 UTC Post #274667
is there some means of making a func_illusionary that can appear and disappear (visually) ??

or some other entity that can be walked through that will create a similar effect?
Posted 14 years ago2009-10-20 08:45:53 UTC Post #274672
Been a while since I've mapped for GoldSource, but can you use an env_render to toggle the visibility of a func_illusionary?
Strider StriderTuned to a dead channel.
Posted 14 years ago2009-10-20 09:12:29 UTC Post #274673
YES! Actually.. thank you! omg, i didn't even think of that..

more specifically the flag "norendermode" lol.

thank you sir!
Posted 14 years ago2009-10-20 09:19:09 UTC Post #274674
I do what I can!
Strider StriderTuned to a dead channel.
Posted 14 years ago2009-10-20 10:03:56 UTC Post #274676
ok though.. another question.. not to familiar with these..

how would i go about toggeling the effect from off to back on.

if i attempt to hit the same env_render it just remains it off.. do i need to set up a second one and a change target?

also.. i cant seem to trigger the env_render through a multi_manager

:( what am i doing wrong here, please help?
heres the scenario what i'd like to have happen.. (mour or less what i have it set at now)

button >to> mutlimanager (set up for various effect, one of them being another mm)
multimanager >to> 2nd multimanager (set up to seqentially toggle item named 'u01' through 'u08')
multimanager >to> env_render (named as 'u01' through 'u08', using flag 'norendermode')
env_render >to> func_illusionary (as the target of the env_render)

when i do it like that nothing happens..

but if i set teh button or a trigger to target the env_render directly it works fine (except for being able to cancel out the env_render and make the func_illusionary visible again)
Posted 14 years ago2009-10-20 14:24:16 UTC Post #274682
You can't cancel the env_render by activating it again. If you look, you don't set the env_render to "settings A and settings B" and toggle between those, it just sets the render mode to the only one you've set. If you want to toggle between two render configs, you'll need two env_renders one for each state and two trigger_changetarget one for each env_render. Here's what I'd do:

1. Have your multimanagers and all that you already set.
2. Have the multimanager target a trigger_relay instead of the env_render.
3. Have the trigger_relay target the "off" env_render and a trigger_changetarget of the same name to change the target of the trigger_relay to the "on" env_render.
4. Have a trigger_changetarget with the same name as the "on" env_render, to change the target of the trigger_relay back to the "off" env_render.

There. Hope it helps.
Posted 14 years ago2009-10-20 16:09:02 UTC Post #274692
oh man! thats great! thanks!
Posted 14 years ago2009-10-20 17:32:29 UTC Post #274694
just for a complete understanding here..

trigger_relay 's 'trigger state' should be set to what? on?

/edits/

nvm, i have it set to 'off' it works fine

/2nd edits/

everything works great in my test map.. however the set up i have for the actual map seems to be non-functual.. :(

i'm probably just uber stupid.. i will have to write down everything on a paper in front of me to make certain it all works correctly
Posted 14 years ago2009-10-20 21:38:09 UTC Post #274700
i'm probably just uber stupid.. i will have to write down everything on a paper in front of me to make certain it all works correctly
Heh, I get like that too. As you're forced to put more and more entities into what was supposed to be an easy setup... get's confusing.
Strider StriderTuned to a dead channel.
Posted 14 years ago2009-10-21 12:33:07 UTC Post #274717
meh.. as i had thought

anoversight on my part.. i had the first multimanage triggering several trigger_once

i switched them to trigger_relay, so its resolved now

anyways.. this site doesn't let me post maps hosted at megaupload because isn't a direct link.. but i'll drop a download link in this thread as i get it.. (should be sometime tomorro, it's leafthread vis now. i have a Very old computer)

//////////

speaking of errored maps.. you can pick up my entire catalog from the blog of mis myspace, if your intrested..

link here?
http?//www.myspace.com/kingpsilocybe
Posted 14 years ago2009-10-22 06:59:49 UTC Post #274731
Here is a beta of the map you've been helping solve my delima about..

download link:
http://www.megaupload.com/?d=CO1K12YM

it's still got a bug here or there in it..
  • a bad clipping near the racing game arcade cabinets
  • toggeled custom light effect light won't appear
  • a see through leaf error
  • 1 too many lights on face error (widdled down from 7000!!!)
  • and a no free edicts error (when it triggers a multithreaded multimanager... I THINK) (at dj booth.. activated by pressing 'use' on the center mixing board)

anyone care to assist with this?
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