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A few problems


EvilJedi

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I have asked this on another forum, but I thought it might be faster if I asked this in two places at once. Anyway, here are the problems:

 

I try to have my doors only openable with a switch, but if I use either trigger_multiples, or func_usables the door won't open correctly. The func_usables can't be pressed. Either the door doesn't even open because the func_usables can't be pressed, or it opens when you get close to it. I never have anything in the entities window besides classname and I have the "player_use" button checked

 

Same happens with spawning NPCs by a button. The func_usables can't be pressed again, and if I use a trigger_multiple they only spawn once.

 

I have in the entities window for the trigger_multiple:

 

count -1

delay 1

Then I have the same as the doors: the "player_use" button checked

 

So what do I need to do to get it to work well? It worked once with trigger_multiple for a door but after that it stopped working all together. Help would be greatly appreciated...

 

Oh and how can you make it so that you can press a button and it spawns a bacta canister? It would be cool. Kahn had something like this in his Sith Council I would like to know how he did that.

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func_usables do something different than you think. They are essentially bits of map geometry that sit there until triggered, at which point they disappear from the map until triggered again. They're not "pressable" buttons for players to use.

 

What you need to do is stick with the trigger_multiple. Just build your doors, then build the trigger_multiple wherever you want the button to be. If you want the doors to open when players step into the trigger, just target the trigger at the door (select trigger, select door, CTRL+K). Add the key "wait" to the trigger with a value of how many seconds after a triggering the system waits before the trigger can be tripped again. A "count" key isn't necessary. If you want the door to open when players press the use key within a trigger, check the USE_BUTTON spawnflag on the trigger entity! Also, try checking the FACING spawnflag and giving the trigger_multiple an angle key--then only players facing in that direction will trip the trigger.

 

I think any entity can be spawned by a trigger by targeting the trigger at the entity. Search the forums, you'll quickly find information on spawning NPCs from triggers.

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Ok button problem: FIXED

Bacta: FIXED

 

NEW PROBLEM (yes it never ends in the life of a mapper does it): My bacta TANKS and a few pipes and my sabers don't show up textured but I did put a lightjunior next to it (or whatever it's called).

 

I use the models/map objects/hoth/bacta_tank.md3 for the bacta tank, and I use the textures/hoth/instance_pipe2 texture for my pipes.

 

Most of the lightsaber hilts don't come out either. And I'm not sure how to use the lightjunior thing because I never had to use one before. I know that's the problem, I just don't know how to use it correctly.

 

Oh and maybe it's the compile I always do? I do a: (test) BSP -meta -vis -fast, -light -fast -super 2 -filter.

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This is not like modeling... It's for mapping for GTKRadiant 1.4 to put a hilt in my map. I put it on a weapon rack, and they are default sabers but they don't come out textured.

 

Also I am having problems with putting damage on a fxrunner, the fire_jet.efx in this case. I have it spawned by a button, like for as long as you hold it it keeps doing the fire. I would do a trigger_hurt, but since it should go away after you stop holding the button, it wouldn't work. This works to kill NPCs, just not player characters. I have damage selected in the entities window, and a

 

key: splashDamage

value: 10

 

I also tried:

key: Damage

Value: 10

 

Neither work nicely. Sorry I have so many problems, but I am pretty new to this.

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How would I be able to make it so that the trigger_hurt stays a while and then leaves when you press the button then?

 

PLEASE don't say coding/scripting!!!!

 

EDIT: My map is now pretty much done just the sabers, a sky shader bug, the bacta canisters and the firejets to go.

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Originally posted by EvilJedi

How would I be able to make it so that the trigger_hurt stays a while and then leaves when you press the button then?

 

PLEASE don't say coding/scripting!!!!

 

What do you mean by leaving? Do you mean it won't hurt anymore? By scripting... Sorry, I wasn't supposed to say that :p

 

Try a target_deactivate (just target it to the trigger_hurt). Launch the target_deactivate by something else, like the button you mentioned.

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I understand what you mean but I am still confused. Let me say exactly what I want now:

 

1) You press the first button, the 8 fire jets go on. The trigger_hurt also turns on.

2) When you press the button beside it, the jets go off and the trigger_hurt is deactivated. Unless you press this button again, the fire keeps going.

 

Kind of like in the t1_surprise map with the jawas when you are in the sand crawler, press a button and the fire and the trigger_hurt all turn off. Only difference is that this would be a trigger_multiple instead of trigger_once.

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Why are you still confused? You got a perfect answer :confused:

 

Make the trigger_hurt deactive in Radiant (in entity properties). Target a target_activate to it. The first button targets the target_activate, thus activating the trigger_hurt.

 

The second button targets a target_deactivate (a different entity compared to the target_activate), which renders the trigger_hurt once more harmless.

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I guess the jets you are using are effects. Check the start_off (or something like that) flag in Radiant entity properties. Then when you use (like targetting with a trigger or button) them the first time, they will turn on. When you use them a second time, they will again turn off. Third time of use turns them on etc...

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Jets work like a charm, only problem now is STILL the trigger_hurt.

 

I linked the trigger_multiple to the target_activate which I linked to the trigger_hurt.

 

I tried 2 things from there:

 

1) I linked the target_deactivate to a SECOND trigger_multiple which I linked to the trigger_hurt

 

2) I linked the target_deactivate to the FIRST trigger_multiple which I linked to the trigger_hurt

 

Both resulted in... Niothing...

 

EDIT: I reread the whole thread and hit myself on the head when I read that I had to use "value: dmg" instead of "damage". It works now.

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As a matter of fact, I did, and it said to use "damage". Odd isn't it...

 

Oh by the way, now my sabers show up in -game but black (like the bacta) and I searched and created them into misc_model_static's but they give an error:

 

Misc_model_static not found for:

models/weapons2/saber (whatever saber I have)

 

It seems to do this with every saber, so what do I do to get them and the map to work good? The map works fine in SP just gives the error in MP. Any suggestions?

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