Noobish Illusion Toggle Question Created 13 years ago2010-08-19 11:24:02 UTC by psilous psilous

Created 13 years ago2010-08-19 11:24:02 UTC by psilous psilous

Posted 13 years ago2010-08-19 11:24:02 UTC Post #284366
Hello. Miss me? Yeah, wasn't too hung up over most of you either.

Anyhow, catching up aside.

I'm setting up a cheap environment rendering for a map I'm making. The mirage consists of a few func_illusionary that i have set up against the sky that overlaps a texture you'll be able to see through causing a pretty-ful effect.

The DESIRED effect of all this is, the mirage will be able to be toggeled on and off through a button. Which unfortunately.. I'm having problems accomplishing.
Right now.. I have the string set up..

Button > multi_manager > trigger_relay > trigger_changetarget(and)env_render(both sharing the same name)

(the target of the trig_changetarget, being the trigger_relay, which changes its target to another paired trig_changetarget(and)env_render)

with the 'no rendermode' flag checked on the first env_render

and the 2nd env_render with texture(155 amount) as it's render mode in properties
I have it working to the point where pressing the button causes the func_illusionary to go invisible. However, I cannot seem to get the func_illusionary to become RE-visible.

Can anyone please, please, please help me?
on a related note..

Is there a means of connecting a trigger_once to something that will automatically trigger itself the moment the map starts?
Posted 13 years ago2010-08-19 11:46:58 UTC Post #284367
Is there a means of connecting a trigger_once to something that will automatically trigger itself the moment the map starts?
trigger_auto is a point entity that will automatically trigger it's target when the map loads, you can also give it a delay from the second the map loads.
Skals SkalsLevel Designer
Posted 13 years ago2010-08-19 15:58:20 UTC Post #284374
Just trigger the func_illusionary. It will toggle when triggered, you don't need env_renders or anything else.

It's exactly like a func_wall_toggle just not solid.

And as an alternative to the trigger_auto, you can place a trigger_once into the info_player_starts.
You must be logged in to post a response.