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Druid Bremen

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func_usable-->target_relay-->fx_runner
         |                    /|\
        \|/                    |
   target_delay----------------

 

So that's a func_usable going to both a target_relay and a target_delay both of which go to the fx_runner.

 

Set the func_usable to always_on, player_use and give it a wait value higher than what you want for the time the fx_runner should run for.

 

Give the target_relay a wait value just a bit less than that of the func_usable - this would be the time you want to fx_runner to run for.

 

Set the fx_runner to one_shot and and fill out it's fxFile value.

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Wouldn't what have to have 2 targets? The diagram and explanation above would work fine...I can't work out where you think you need 2 targets.

 

On unless the func_usable going to both the target_relay and target_delay is confusing you.

 

func_usable target: effect_togglers

target_delay targetname: effect_togglers

target_delay target: fx_effect

taget_relay targetname: effect_togglers

target_relay target: fx_effect

fx_runner targetname: fx_effect

 

You can point to more than one entity from any other and multiple entities can point to a single one.

 

If you just connected the func_usable to a target_relay and straight to the fx_runner you'd end up with the target_relay having its target and targetname fields the same which spews out horrid errors in game about entities calling themselves, so you need the relay in there as well to act as an intermediary.

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Exactly the same as before with the only exception being that you don't want to set the fx_runner to be one_shot. Just make an fx_runner and specify the fxFile only, then when you first trigger it it will turn off then after x seconds (specified in target_delay) it will turn back on. As always remember to set the wait value of the func_usable slightly higher than the target_delay.

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