random error Created 14 years ago2010-06-29 07:04:19 UTC by Skals Skals

Created 14 years ago2010-06-29 07:04:19 UTC by Skals Skals

Posted 14 years ago2010-06-29 07:32:23 UTC Post #282469
nvm fixd :P
Edit: might as well make use of this topic then.

My question now is: Is it possible to create an effect ingame, like the sonic wave of the houndeye, but ofc without the houndeye, just an ingame effect.
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 11:15:41 UTC Post #282472
Im sure its just a sprite. Use npcscape to get the list of sprites and then try them in game. you dont need to extract them unless you want to try them manually, as you can just type the name in , from the root directory and it will work.
Posted 14 years ago2010-06-29 11:37:41 UTC Post #282473
could you use ring lasers?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-06-29 12:17:07 UTC Post #282474
I'm pretty sure it does use the sprite, but sprites are 2d, that effect is more like a 3d additive charge. I could use a ring of lasers, but I'm not sure if I can get the same effect. Perhaps I could? I want it to move away from something in the circular fashion like the houndeye shock. Anyone have any ideas of how to do something like that?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 12:22:04 UTC Post #282475
You could try using an ring env_beam or env_laser but im not sure if it'll look and behave exactly like the houndeye attack.

I don't think there's another way, unless you use Spirit, it has a env_shockwave entity which does exactly what you want.
Posted 14 years ago2010-06-29 12:41:08 UTC Post #282476
I need this for comp28 D:
Skals SkalsLevel Designer
Posted 14 years ago2010-06-29 13:33:32 UTC Post #282477
yeah. so make a ring laser.... just make 2 trains move opposite eachother really fast. make an env_beam target both.
should work flawlessly
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-06-29 13:44:42 UTC Post #282478
thanks I'll try that, hope it looks good :)
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 10:28:52 UTC Post #282509
Tetsu0, I can't seem to get the beams to work, I seem to be doing the entity layout wrong. I've got one env_beam set up correctly with ring ticked, starting entity being train1a and ending entity being train1b both of which are non solid func_trains targeting separate first stop targets and separate ending targets which should act as if the circle is spreading out. I trigget the beam first, and then I trigger both trains at the same time. Instead of working properly the beam appears in a completely different location and doesn't even spread.

What am I doing wrong?
Skals SkalsLevel Designer
Posted 14 years ago2010-06-30 10:38:16 UTC Post #282510
Your func_trains need an ORIGIN brush attached.
Posted 14 years ago2010-06-30 11:01:50 UTC Post #282512
oh right. fail.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 09:56:25 UTC Post #282578
Ok, another 2 random questions. Figured I'd just post them in my thread again:

1. Is it possible to turn off a func_illusionary? I don't need it to turn on or off, I just want to destroy it somehow when triggered. Or perhaps a func_wall_toggle that isn't solid? Is it possible and how? Help.

2. Is there an entity way of freezing the player? Like completely upon trigger for a duration or till triggered again.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 10:11:06 UTC Post #282581
1) you can use the kill target function of some entities. Just give your illusion a name.

2) you can encase him in a clip brush?
or use a camera sequence with the 'freeze player' flag ticked.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-02 10:43:54 UTC Post #282582
1) What Tetsu0 suggested. If you ever need to make a func_illusionary invisible without destroying it, use an env_render.
2) An invisible func_wall_toggle. If the player is inside it when it's activated, the player won't be able to move or crouch.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-07-02 10:46:53 UTC Post #282583
@Tetsu0: Thanks, I was thinking about the command but I wasn't sure, Can I Kill it with the multi_manager? I'm thinking of adding a command like Kill - Entity name. That's gona work right?

@Potatis: I'm using the func_wall_toggle version but its a bit dodgey, or do you mean just create one brush and make him get stuck inside it? Does that even work?
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 10:49:42 UTC Post #282585
do you mean just create one brush and make him get stuck inside it? Does that even work?
Yep, that's how I'm making the player unable to move during the fade-in effect in my dream map.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-07-02 10:49:57 UTC Post #282586
Copied from Half life Entity Guide:
KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property.
Try adding a thread to the multimanager: killtarget - entity.

I've never killed anything with a multimanager, but i'm sure it can be done.
If not, there's always a way around it.
Always.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-02 11:31:45 UTC Post #282587
Cheers for the help Potatis and Tetsu0 :)

Edit: Another random question from skalses bag of random questions.

I know that I can probably kill a light_environment with a killtarget, but is it possible to turn those on / off. I want several different areas in my map to have different light_environments. For example: You spawn, normal light_environment is on and other is off. You walk around and get teleported to an arctic area, Before you do the normal light_environment which is yellow and has a pitch of -45 gets turned off and another that is white and has a pitch of 20 gets turned on. Is that possible? Or are there other ways I can recreate such an effect?
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 14:00:20 UTC Post #282595
need help with this ^, and tetsu0! killtarget is not working -.-
Skals SkalsLevel Designer
Posted 14 years ago2010-07-02 14:29:18 UTC Post #282600
Light Spot's can be set to emit from sky. You could try that. Just make sure to have only one on at any given time.

As for the killtarget, try making the multimanager trigger a func_door somewhere random. Have the door's killtarget to be the target you want to die.
Set the door to delay before reset=-1

That should work. Like i said, there's always a way around it.

I say func_door, because i know there's a killtarget parameter in that entity. You can try any other plethora of entities you wish.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-07-02 14:34:21 UTC Post #282601
trigger_relay has killtarget as well.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-07-02 15:08:39 UTC Post #282603
Thanks again guys ^_^
Skals SkalsLevel Designer
Posted 14 years ago2010-07-15 16:12:42 UTC Post #283072
Ok so another question in my thread of random questions (this should be renamed to skalses thread of random questions ;D)

How do I get media to be played in my map? If it involves coding tell me how to do it, I'm trying to get these for my compo maps and have them in a mod format so I wont be replacing anything.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-16 15:19:20 UTC Post #283106
What kind of media? You can play .wav with ambient_generics. For anything else you'll have to write some code.
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