Asking... Created 7 years ago2017-06-12 18:51:38 UTC by anderlli0053 anderlli0053

Created 7 years ago2017-06-12 18:51:38 UTC by anderlli0053 anderlli0053

Posted 7 years ago2017-06-12 18:51:38 UTC Post #335422
Hi!

I am just curious how to make a thing like in HL mod Half Rats: a Fewer dream, where you at beginning must pick up the wooden planks from storage behind bar and then press E at bar entrance to barricade it, i am just curious how to do that stuff and finding a key shaped brush that is actually a key that when you find it and walks to the door it opens it animate at keyhole and spin like it simulate that it have unlocked that door.

Please answer me

Thanks you
Posted 7 years ago2017-06-12 19:19:23 UTC Post #335423
Oh, that's a combination of some env_renders and this: http://twhl.info/tutorial.php?id=64
After you set this all up, you must make a brush-based key, similar to the one picked up by the player at the keyhole, then tie it to a passable func_door_rotating with Render Mode "Texture" and FX Amount = 0 and set up two env_renders - the first one with Render Mode "Normal" and the second one with Render Mode "Texture" with FX Amount = 0.

When the player activates the trigger_once that checks if the multisource is active, multi_manager gets activated and activates the first env_render (which makes the key (func_door_rotating) visible), then the key (func_door_rotating) itself, and then activates the second env_render which makes the key invisible again.

There must be an example map somewhere at the vault. If you want you can try to find it. Good luck!
Posted 7 years ago2017-06-12 19:20:57 UTC Post #335424
Ok, but for that wooden plank thins is there a custom coding or not?
Posted 7 years ago2017-06-12 19:23:25 UTC Post #335425
any can you maybe please explain for the planks situation how did they create this scene :)
Posted 7 years ago2017-06-12 19:26:48 UTC Post #335426
You do almost the same with the planks. But instead of picking up a key the player picks up the planks and then, instead of opening a door player activates an invisible button/a trigger_once, the target of which is func_wall_toggle (which looks like a set of wooden planks and is turned off at the start).
Read all the tutorials (including the one I gave you a link for) on TWHL. They are extremely useful.
Posted 7 years ago2017-06-12 19:36:01 UTC Post #335427
Ok, i will, thank you thank you and again thank you for all of this,

really appreciate it.
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