Decal placement on the fly Created 8 years ago2016-10-31 07:48:19 UTC by abbadon abbadon

Created 8 years ago2016-10-31 07:48:19 UTC by abbadon abbadon

Posted 8 years ago2016-10-31 07:49:14 UTC Post #332165
HI again. As the Thread name says, I want to apply a decal on the map walls (the ceiling) when certain event is triggered.

Also, I have the doubt on how to make the decal bigger as new events appear. Let me explain myself: I will use a breakage decal that will appear as the ceiling is starting to break, as the ceiling´s hole gets bigger I want the decal also gets bigger.

Another doubt is that if the decal will be layered over the hole, so it will appear as a glass in front of a window or if it won´t show in the area that the breakable was ( this is the effect I want ).
Posted 8 years ago2016-10-31 08:12:50 UTC Post #332167
afaik you wont be able to do it with decals, but you can probably make it look the way you want:

In goldsouce you could set up a series of func_wall_toggle brushes.

Make a bunch of func_wall_toggles that have textures applied looking like the various states of ceiling cracks/breakage. When you wan the crack to appear, turn on the appropriate func_wall_toggle and turn off the others.
Posted 8 years ago2016-10-31 08:17:48 UTC Post #332168
I believe you can trigger decals to appear, not sure about making them disappear. The method Dallas proposes is more controllable.
Jessie JessieTrans Rights <3
Posted 8 years ago2016-10-31 08:44:19 UTC Post #332169
If you name an infodecal it will be applied when triggered. You can't remove the decals though, they're there to stay.

As Jessie said, the solution that Dallas provided is better.
Posted 8 years ago2016-10-31 11:32:07 UTC Post #332171
Ok!, I will use the func_wall method. Thanks a lot!, you guys are the best.

Now it is time to start making the texture and re-compile the map. ;)
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