how to unrender! Created 1 year ago2019-06-09 04:40:32 UTC by GameDrained GameDrained

Created 1 year ago2019-06-09 04:40:32 UTC by GameDrained GameDrained

Posted 1 year ago2019-06-09 04:40:32 UTC Post #342711
I am making maps for Hal-Life mode DoD
My latest map I have a siren go off and doors close.
for the lights I'm using func_rotate for the lights going around and env_rend to turn func_rotate on.
(button opens doors one door targets siren sound, the other a spot light and multi_manager which targets env_render and func_rotate)
but when the siren stop and doors open again the func_rotate stops rotating but doesn't stop rendering.
So how do I make it invisible again.
Posted 1 year ago2019-06-09 05:27:08 UTC Post #342712
You need to trigger a second env_render that changes the render settings back to what it was before.
Posted 1 year ago2019-06-09 23:30:43 UTC Post #342718
TY for your reply.

Tried sending trigger from MM to relay to env_render with all no render flags checked.
(used relay to set delay so would trigger when everythings done.)
but I see no change.
Side note siren sound stops when done but second later starts playing again for a short time.
is there a way to stop it when I want?
Posted 1 year ago2019-06-09 23:52:54 UTC Post #342719
No, you don't want the flags checked, you want to have the properties that the second env_render copies over to be the properties that the func_rotating has before it gets triggered by the first env_render.

As for the sound, are you sure there's nothing triggering it again when it shouldn't be?
Jessie JessieTrans Rights <3
Posted 11 months ago2019-07-14 16:26:52 UTC Post #342861
Used the advice here to get things working, Thanks, But was turning the alarm off and on to test the addition of shutters to the lock down event.
when on the second time around the func_rotate only went around a couple of times then stopped. Still rendering.
I have multi_manager with siren, doors, a sprite {Glow}, light_spot, env_render and another env_render with 40 second delay
to turn func_rotate off when siren stops, doors open, glow goes off and spot light turns off.
so every things times to start and stop at the right time.
so why wouldn't it all work again for another time used?
Posted 11 months ago2019-07-15 00:18:22 UTC Post #342862
Assuming you’re triggering the func_rotate, consider just having it start on (but not rendered) and don’t trigger it. Unless you have more advanced ideas in mind, you could just have it always on and just make it visible and invisible as needed.
Jessie JessieTrans Rights <3
Posted 11 months ago2019-07-16 18:28:33 UTC Post #342868
Thank you very much for your help!
That worked.
You must be logged in to post a response.