How to make a walk through wall.... Created 19 years ago2004-07-30 03:39:20 UTC by Hongkongmapper Hongkongmapper

Created 19 years ago2004-07-30 03:39:20 UTC by Hongkongmapper Hongkongmapper

Posted 19 years ago2004-07-30 03:39:20 UTC Post #46561
How to make a wall and player can run through it but monster can't??
thankyou
Posted 19 years ago2004-07-30 04:00:35 UTC Post #46566
Use the func_monsterclip entity somehow... that's all I know.
Posted 19 years ago2004-07-30 04:07:01 UTC Post #46567
Func_monsterclip indeed. This entity can be toggled (by triggering it) so you can control when the monsters can move through it and when they can't.
Posted 19 years ago2004-07-30 05:25:22 UTC Post #46596
You probably need to tick "Monsterclip" in the monster's flags for it to take effect.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-30 06:05:13 UTC Post #46613
thank you very much :)
Posted 19 years ago2004-07-30 06:53:40 UTC Post #46623
Another problem...
How to turn off something by trigger?For example,press a button and turn off the monstermaker.
thank you again :)
Posted 19 years ago2004-07-30 06:58:03 UTC Post #46624
make a brush using the func_button entity that targets the monstermaker.
Posted 19 years ago2004-07-30 08:06:41 UTC Post #46633
double trigger = turn off!?!?!
Posted 19 years ago2004-07-30 08:13:45 UTC Post #46641
Usually.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-30 11:32:21 UTC Post #46738
More one question again :P
How to can sound when turn on the monstermaker??
because it is more atmosphere of scare players :)
Is it ambient_generic ??But I don't know how to use it :(
Posted 19 years ago2004-07-30 11:39:41 UTC Post #46741
Just trigger it when you trigger the monstermaker.
Activate the 'not toggled' flag to make it play only once and the 'start off' flag to make it ... well ... start off.
And choose a distance with the flags. Default is medium.
You can ingore everything below the volume key.
Posted 19 years ago2004-07-30 11:49:21 UTC Post #46747
You mean trigger together??
and I can't find "not toggled" and "start off" flag :(
Posted 19 years ago2004-07-30 11:54:37 UTC Post #46748
You seem to using an old .fdg file.
Get this one: clicky
I don't have a link for a newer one right now, but that one should work too.
Yes, 'trigger together'. Just give the ambient_generic the same name.
Posted 19 years ago2004-07-30 12:03:23 UTC Post #46750
halflife.fgd??OMG......Maybe I did not tell you I am SC mapper..sorry..
but anyway,thank you :)
Posted 19 years ago2004-07-30 13:23:19 UTC Post #46752
To trigger the sound every time a monster spawns, set the "Fire on spawn" property of the monstermaker to the name of the ambient_generic.
You must be logged in to post a response.