occupancy button Created 19 years ago2004-12-04 20:45:56 UTC by kdhunt2000 kdhunt2000

Created 19 years ago2004-12-04 20:45:56 UTC by kdhunt2000 kdhunt2000

Posted 19 years ago2004-12-04 20:45:56 UTC Post #76312
ok, I've searched and looked everywhere. I want to make a light that lights up when someone enters an area. I have made the triiger_mult for when they enter the area but how do I amke it so it makes my light, light up?
Posted 19 years ago2004-12-04 20:50:08 UTC Post #76314
Have the trigger_multiple target the light.

Check the 'start off' flag or something of that sort on the light.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-04 21:00:11 UTC Post #76315
what entitiy doe I make the light, and if not, hopw do I give the light a name?
Posted 19 years ago2004-12-04 21:04:45 UTC Post #76316
Er, make it like you would normally make a light, a light entity.

Name it by opening the properties box (Alt-Enter) and type a name into the name field.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-04 21:28:22 UTC Post #76317
These things are pure basics. May I recommend you to take a look in the tutorial section.
Posted 19 years ago2004-12-04 22:46:34 UTC Post #76330
This is how I do it
1) create a brush: aaatrigger
2) create my light-texture or your light (depends on what you want
3) Name the light-texture/light
4) Make the aaatrigger target the light-texture/light

Make sure that start off in checked in the flags :D
Posted 19 years ago2004-12-04 22:47:24 UTC Post #76331
Steinin is right! Read the entity basic in TWHL's tutorial section :)
Posted 19 years ago2004-12-04 23:07:44 UTC Post #76340
no, I dont think you guys understnad what I'm saying. I made a rectangle, and put a brush on it, the brush is +A~LIGHT4A. I want that BRUSH to light up when someone is in there. I dont want to make an light, or light spot.
Posted 19 years ago2004-12-04 23:08:44 UTC Post #76342
Look, read the texture light tutorial and follow that!!! then follow my tutorial here
Posted 19 years ago2004-12-04 23:13:18 UTC Post #76346
I think this is covered in the texture lightning tutorial.

The brush you want to light up needs to be a func_wall.

Entity guide quick link:
http://cariad.co.za/twhl/entityinfo.php?ent=func_wall&game=1
:)
Posted 19 years ago2004-12-04 23:18:03 UTC Post #76348
but if I make it a func_wall, wont the light always be on?
Posted 19 years ago2004-12-04 23:22:35 UTC Post #76349
No. If you look at the names, you should notice that there's a +0 or a +A in front of the rest of the name. This means that the texture will be switched if used. So activating your func_wall with the texture +0~exampletexture1 would change it to +A~exampletexture1, which could be a texture emitting light. I'm certain there are example maps of this in the map vault.

:)
Posted 19 years ago2004-12-04 23:25:38 UTC Post #76350
ok thx, I'll try that
Posted 19 years ago2004-12-04 23:37:43 UTC Post #76353
its worked, thx. I just have one more questions. I have a func_train that drops a person into an acid pit. (actually I have 2 questions now :)) I have 2 buttons that starts the func_train. one in the pit and one outside the pit (to kill the person with). The rstart time for the button is good but if someone outside htep it hits the button, then the person inside the pit can hit his to mkae it stop. Is there a way to make it so if someone outside the pit hits the button the person inside cant hit his button to make it stop? Also the acid I have below (brush !water of some sort and a func_water, with a trigger_hurt that spans the entire water) kills them almost instantly. I want a it to kill them overl ike 5 seconds, taking away like 20 health per second. I have change the damagae on the trigger_hurt but it still does it almost instantaneously...
Posted 19 years ago2004-12-05 00:23:41 UTC Post #76358
Your first questions: In properties, go to flags and UNCHECK toggle
Your second question: You used trigger_hurt, right? Set the dmg to lower ;)
Posted 19 years ago2004-12-05 00:37:43 UTC Post #76361
to my first question : toggle is already unchecked. to my second question damage is set to 1....
Posted 19 years ago2004-12-05 11:00:53 UTC Post #76416
I don't think you can stop doors mid-motion.

As for the water thing, I know the problem. I'd say to use a trigger_hurt instead and set the water's damage to 0.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-12-05 12:38:09 UTC Post #76436
For the buttons try making them the same entity, it worked well for me.
Posted 19 years ago2004-12-05 20:13:56 UTC Post #76551
to monkey - I am using a trigger_hurt, and the waters damage is 0. Also its a func_train, not a door.

to Nisse- what do u mean the same entity, I believe they alread are... could u pls be more specific
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