A shooting range like in Blue shift Created 7 years ago2016-06-27 08:57:56 UTC by REBELVODKA REBELVODKA

Created 7 years ago2016-06-27 08:57:56 UTC by REBELVODKA REBELVODKA

Posted 7 years ago2016-06-27 08:57:56 UTC Post #330616
If u played hl shift, u will remember when barney gaves u Teh glock and near there is a shooting range.
The cuestiĆ³n is how make it(press the button and come 2 u)
Thanks.
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-27 09:33:19 UTC Post #330617
Do you mean the targets that move towards you when you press the button?
It's simple. Just make the target out of brushes and turn it into a func_train entity, set up two path_track entities where you want the target to stop, and then make a button target the func_train. The path_tracks should have the "wait for retrigger" flags set so that the target will stay at them.
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-06-27 09:34:14 UTC Post #330618
Well, a simple set up of a func_button and a func_door with a heavy negative "lip" value should do it. Is there something specific about it that you're trying to do?
Jessie JessieTrans Rights <3
Posted 7 years ago2016-06-27 10:10:46 UTC Post #330619
When u press the button, the target came to u And stop, and when u press it again(button)go where it was.
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-27 10:38:41 UTC Post #330620
So, you want moving targets, which move like this:
  • You press a button
  • The target comes to you
  • You press it again
  • The target goes back
Well, it's a fairly simple setup. You only need 2 path_tracks, 1 func_train brush, and a func_button.

In this situation, the target follows a loop path,

Here's an example loop: track1's next stop is track2, while track2's next stop is track1. Both need to have the flag "Wait for re-trigger" checked.

track1 - track2 - track1, this is the path.

Now the func_button activates the func_train, which should follow the given path.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-27 11:35:55 UTC Post #330621
Really thanks m8's
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-27 13:15:02 UTC Post #330622
Alternative, as I said:

A func_button and a func_door

Button targets the door. Set the door's angle to the direction you want it to move. Give it a negative lip value to how far you need it to move. Set the Toggle flag.

A little simpler, but a little less flexible.
Jessie JessieTrans Rights <3
Posted 7 years ago2016-06-27 16:21:43 UTC Post #330625
THANK YOU JESSIE !

Sorry for caps, but please give that guy an EPIC WIN for that optimised solution.
Posted 7 years ago2016-06-27 18:58:11 UTC Post #330627
hey m8's, in one of moving targets, when I press teh button, appear me this error.
User posted image
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-27 19:27:19 UTC Post #330629
Try to decrease the HEV suit volume (CVAR = suitvolume)
Posted 7 years ago2016-06-27 20:24:46 UTC Post #330633
Try to decrease the HEV suit volume (CVAR = suitvolume)
But problem is in cs, and the entitie havent got that option.
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-27 22:18:59 UTC Post #330634
Maybe there is a console command, for the suit volume?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-06-28 05:26:31 UTC Post #330635
Search your config files for 2550. Delete the value.
Crollo CrolloTrollo
Posted 7 years ago2016-06-28 08:44:57 UTC Post #330636
CVAR = Console VARiable.

Every GoldSource game has this "suitvolume" CVAR. It's an audio option in the game. Not maps related.

PS : another example of a CVAR : sv_cheats
Posted 7 years ago2016-06-28 11:42:05 UTC Post #330637
"emit_sound : pitch 346 or "sv_startsound: sound = 2550"

This is a sound collision that can happen when 2 entitys try to make the same sound at the same time. An example: 2 trains running the same rail sound, both trains started by the same button so they try to open the sound file at the same time. The only known solution is to turn off the sound fx for both entitys....but that was for one case, feel free to experiment!
(For the SV also see SVC_BAD - since I am uncertain if it may not be related to memory overflow of too many entitys loading too many wavs into the precache. sv_startsound is just a guess so far....)
You can also try typing developer 3 into the console while playing the map, then walking through a trigger that targets the wav. The report may give a hint as to what is wrong."

Besides that, differ their volumes by 0.1 or their act time (entity start time) by 0.1 .
Stojke StojkeUnreal
Posted 7 years ago2016-06-28 12:17:05 UTC Post #330638
"emit_sound : pitch 346 or "sv_startsound: sound = 2550"

This is a sound collision that can happen when 2 entitys try to make the same sound at the same time. An example: 2 trains running the same rail sound, both trains started by the same button so they try to open the sound file at the same time. The only known solution is to turn off the sound fx for both entitys....but that was for one case, feel free to experiment!
(For the SV also see SVC_BAD - since I am uncertain if it may not be related to memory overflow of too many entitys loading too many wavs into the precache. sv_startsound is just a guess so far....)
You can also try typing developer 3 into the console while playing the map, then walking through a trigger that targets the wav. The report may give a hint as to what is wrong."

Besides that, differ their volumes by 0.1 or their act time (entity start time) by 0.1 .
I was switch off the sound of buttons who activate the targets(and targets sound) but nothing :(
anyway, thanks stojke.
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-06-29 04:49:34 UTC Post #330639
Switch off all sounds in the map, if it doesn't help, change the starting times by 0.1 second.
Stojke StojkeUnreal
Posted 7 years ago2016-06-29 13:12:51 UTC Post #330640
Check the volume settings of your targets (the func_doors), maybe you have set the movesound volume too high or something.
The Mad Carrot The Mad CarrotMad Carrot
You must be logged in to post a response.