Grouping problem Created 19 years ago2004-05-20 13:38:10 UTC by Soup Miner Soup Miner

Created 19 years ago2004-05-20 13:38:10 UTC by Soup Miner Soup Miner

Posted 19 years ago2004-05-20 13:38:10 UTC Post #27870
In theory, if you group a func_rotating to a trigger_teleport, you SHOULD get a teleporter that spins around right? Well I tried this for a map but the trigger_teleport stayed in the same place while the func_rotating spun around. Is there something else I have to do? Or is this just not possible?
Posted 19 years ago2004-05-20 13:47:03 UTC Post #27872
Nope. Grouping has NOTHING to do with combining entities. Combining entities is NOT possible with HL. SoHL can do it to some extend, however.

Grouping in Hammer is just for ease of use, so you can select multiple brushes at once. It has nothing to do with anything in the game.
Posted 19 years ago2004-05-20 14:41:32 UTC Post #27900
Another note: the .MAP format loses 'ease-of-use' functions when saved to, i.e. visgroups. These are only retained in Valve's RMF format. I believe this applies to normal grouping too.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-05-20 15:37:06 UTC Post #27908
Oh stink, that means I cant have revolving crystals in ca_the_towers that make you teleport right? Oh well.
Posted 19 years ago2004-05-20 16:15:19 UTC Post #27913
I don't know how you want these crystals to work exactly, but remember, a lot can be faked... :)
Posted 19 years ago2004-05-20 16:18:17 UTC Post #27914
Never mind. I finished the map. Check it out because its very cool. Its even fun just to walk around in it.
Posted 19 years ago2004-05-20 16:25:54 UTC Post #27917
People, post comments here to remind me to get the map tommorow!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-05-20 16:34:19 UTC Post #27919
Hm, r_speeds 2000, tons of worldbrush splittings, misaligned textures ... blah bla
I don't want to ruin your ratings, so I posted here.
The gameplay ain't that great either. There are no places to hide, and to many edges to fall off from.
All in all I'd suggest to completely overwork the map. It somehow looks like a 30 minutes map.
You have to learn the basic r_speeds reducing techniques, such as using func_walls for pillars etc. that touch the ground, using the arch tool for pipe like objects and so on.
Sorry for being so harsh, I often exaggerate when judging other's maps.
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