Sinks, Flashlights, and Dryers Created 12 years ago2012-03-21 18:35:32 UTC by Sir Frohman Sir Frohman

Created 12 years ago2012-03-21 18:35:32 UTC by Sir Frohman Sir Frohman

Posted 12 years ago2012-03-21 18:35:32 UTC Post #304467
Hi, I have a few mapping questions. I would be glad to have them answered.

First: Sinks. How do I make sinks so water will appear under the faucet when it is turned on? Which entities are involved? Etc.

Second: Flashlights. How would I go about making a simple flashlight? Which entities would I use to create a 'ray/beam' light effect and would the flashlight itself be created using brushes?

Third: Dryers/Toilets etc. How could I, using entities, create the effect of a dryer turning on (sound) when a button is pressed? Same for the flushing of a toilet.

Thanks.
Posted 12 years ago2012-03-21 19:18:50 UTC Post #304468
Hey, i've seen you around moddb. Check out the tutorials link on the left. Everything you've asked is basic entity work so you'll pick it up soon enough. :)
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-03-21 20:30:09 UTC Post #304470
What urby said.
Check out the tutorials, and if you're having problems, give the forums a search.
If all else fails, ask us!
Good luck!
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-03-21 21:46:01 UTC Post #304477
Abe Frohman?! The sausage king of chicago?! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-22 01:01:09 UTC Post #304485
For a faucet, use this waterfall tutorial:
http://twhl.info/tutorial.php?id=39

Now, you'll need to modify your waterfall by using two env_renders and two trigger_changetargets.

env_render #1 targets your waterfall and makes it visible. Give this and trigger_changetarget #1 the same name. Have trigger_changetarget #1 change the target of your faucet to trigger_changetarget #2 (which will also target env_render #1)
env_render #2 targets your waterfall and makes it invisible. Give this and trigger_changetarget #2 the same name. Have trigger_changetarget #2 change the target of your faucet to trigger_changetarget #1 (which will also target env_render #1)

For flashlights, you'll be using a light_spo to project a light in a certain direction. You'll use a func_illusionary for the visible beam of light. Change the render mode to "additive" and change the render amount to somewhere around 100.

Dryers and toilets are just a matter of using the right sounds. Trigger an ambient_generic near your device whenever you turn it on.
Posted 12 years ago2012-04-04 00:00:25 UTC Post #304920
Thank you, and no lol. Gordon Frohman.
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