Lil Killa Posted April 1, 2003 Share Posted April 1, 2003 sory i don't know what the efx file is but to do the damage part make a trigger_hurt, a trigger_multiple, a target relay, and a target_delay. on the Trigger hurt check the start_off flag. then take the trigger_multiple and link it to the target_relay, then the tartget_relay to the trigger_hurt and the target_delay. Then set the amount of time u want the hurt to last in the delay. then link the delay to the trigger_hurt. summery: trigger multiple = tm trigger hurt = th target relay = tr target delay = td tm->tr---->th '''''''''''\......./ ...........td (don't pay attention to "and.) Link to comment Share on other sites More sharing options...
Lil Killa Posted April 1, 2003 Share Posted April 1, 2003 sory for double post but i have question: I have a power plant/reactor thing and I have some func_rotatings that get stuck (don't move; stop) whenever someone dies in the room, do u know of any way I can prevent this? Link to comment Share on other sites More sharing options...
Druid Bremen Posted April 6, 2003 Share Posted April 6, 2003 I have a huge problem with sound. I wonder how you use the sounds from assets1.pk3. Could somebody help me please? map maker, i think you should move those func rotatings up higher so when someone dies, the func rotatings will just, ermm, not get stuck... Im not sure... Link to comment Share on other sites More sharing options...
Lil Killa Posted April 6, 2003 Share Posted April 6, 2003 Dark Lord I have all of those funk_rotaing either pretty high above the player or really low. To answer your question: 1) use a target_speaker unless u are ussing it for another entity. 2) add a key of noise or sound look at the entity properties to see which one u should use for that entity. 3) then when your in assets0 look to the file path that is off to the right of the sound u want to use. Then type that path and then the sound u want and then the file extension .wav or .mp3. I think only .wav's work but thats cause i have never tryed a .mp3 (i think). Then press enter and close the entity properties window and tada it should work in-game now. Link to comment Share on other sites More sharing options...
Druid Bremen Posted April 6, 2003 Share Posted April 6, 2003 What I said was assets 1, not assets0... Link to comment Share on other sites More sharing options...
Lil Killa Posted April 6, 2003 Share Posted April 6, 2003 Dark Lord............. It doesn't matter it could be assets 66666666 and you would still use the intructions i stated in my last post. sory if i sound blunt but i thought anyone wold have been able to figure that out. Link to comment Share on other sites More sharing options...
Druid Bremen Posted April 6, 2003 Share Posted April 6, 2003 No, before I posted I already tried, assuming that assets 1 was assets 0 and did it. It did not work. It seemed to think that the sounds were only in assets0 and did not even look in assets 1. Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 6, 2003 Share Posted April 6, 2003 You can use any sounds (or anything else) from any pk3 which is in the base folder. The game will find it if you use the correct file path. For example sound/chars/bartender/misc/taunt.mp3. This in assets1.pk3 only. Link to comment Share on other sites More sharing options...
Druid Bremen Posted April 6, 2003 Share Posted April 6, 2003 Ok, I understand that. Now, I set a trigger to my sound, making it so that whenever a person goes through the trigger, the sound will play. But, I want it to play once only when the person goes in the trigger, like for example, a person goes into the trigger and stays there. The sound plays only once. But if he keeps moving in and out of the trigger, the sound plays whenever he does so. How do I do this? The key "wait" is not what I want. Link to comment Share on other sites More sharing options...
Shadriss Posted April 7, 2003 Share Posted April 7, 2003 If it's doing that, You would appear to be using a Trigger_multiple. So, instead, use a trigger_once. Downside - In an MP map, the first person to trigger it will be the only one to ever hear it. And oncec it IS triggered, it can not be triggered again without the map restarting. Link to comment Share on other sites More sharing options...
Druid Bremen Posted April 7, 2003 Share Posted April 7, 2003 So, it cannot be done? Please, no mention of scripts! Link to comment Share on other sites More sharing options...
Shadriss Posted April 7, 2003 Share Posted April 7, 2003 It CAN be done. But only one person (and any in the immediate vicinity of it when it goes off) will be able to hear it. Link to comment Share on other sites More sharing options...
Druid Bremen Posted April 8, 2003 Share Posted April 8, 2003 Ok, Shadriss, thats the best I can get I suppose. So, tell me, how? "The tragedy at Radiant, terrible, terrible! Seeing the answer brings warm feelings to my heart!" Link to comment Share on other sites More sharing options...
Druid Bremen Posted April 8, 2003 Share Posted April 8, 2003 I am sorry for the double post. *Takes a deep breath* How do I print words on surfaces? How do I get an effect to stop after a given time? Link to comment Share on other sites More sharing options...
OneWingedAngel Posted April 8, 2003 Share Posted April 8, 2003 I came here a while ago when I first started mapping, and then I took a break. I'm back now though, and I've got some questions. Forcefields: 1. Is it possible to make a forcefield that only one team can go through? 2. Is it possible to make a forcefield that the flaggers may not pass through? Sensors: 1. Is it possible to make a trigger that only detects one team? That's all my questions for now. Thanks in advance:) Link to comment Share on other sites More sharing options...
ewok mercenary Posted April 11, 2003 Share Posted April 11, 2003 I've got the right version of GTK Radiant (finally) but the first time I tried compiling with it, I got an error message about 10 seconds into the compile. I can't remember what it said though. Anyway, I tried three or four times and got the same result each time. Because of it I compiled the map in JK2 Radiant which worked but then the next time I tried it, a few lines came up on the compile window before it closed. And each time I try it, it never works!! Can somebody help me (again)? Link to comment Share on other sites More sharing options...
ewok mercenary Posted April 11, 2003 Share Posted April 11, 2003 I've got the right version of GTK Radiant (finally) but the first time I tried compiling with it, I got an error message about 10 seconds into the compile. I can't remember what it said though. Anyway, I tried three or four times and got the same result each time. Because of it I compiled the map in JK2 Radiant which worked but then the next time I tried it, a few lines came up on the compile window before it closed. And each time I try it, it never works!! Can somebody help me (again)? Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 11, 2003 Share Posted April 11, 2003 It would be good to know what the message is... Link to comment Share on other sites More sharing options...
LimaK Posted April 11, 2003 Share Posted April 11, 2003 I have two separate questions. 1. What causes the MAX POINTS ON WINDING error and what can I do to fix it? 2. What keys can I put on speakers to increas their volume or the radius from which the max volume can be heard? Thanks. Link to comment Share on other sites More sharing options...
LimaK Posted April 11, 2003 Share Posted April 11, 2003 I have two separate questions. 1. What causes the MAX POINTS ON WINDING error and what can I do to fix it? 2. What keys can I put on speakers to increas their volume or the radius from which the max volume can be heard? Thanks. Link to comment Share on other sites More sharing options...
Lil Killa Posted April 11, 2003 Share Posted April 11, 2003 Originally posted by LimaK I have two separate questions. 1. What causes the MAX POINTS ON WINDING error and what can I do to fix it? 2. What keys can I put on speakers to increas their volume or the radius from which the max volume can be heard? Thanks. Answers: 1. "Entity 0, Brush 0: MAX_POINTS_ON_WINDING" This error often occurs when there are just too many vertices on a brush. Do a search for the offending brush and clip it (Shift-Enter) into multiple brushes to get rid of the error. (I got that info from here > http://richdiesal.jedioutcastmaps.com/tutorials/commonerrors.html) 2. well do global to make the whole map hear it but if u want it to be louder just put a whole bunch toger in one spot. Link to comment Share on other sites More sharing options...
sematriclen Posted April 13, 2003 Share Posted April 13, 2003 when is rich gonna finish his work??????????? Link to comment Share on other sites More sharing options...
clu Posted April 13, 2003 Share Posted April 13, 2003 If you're doing SP, you might want to try using soundSets to get volume ranges. Look in the assets0.pk3 in the sound directory for sound.txt. You can create your own sets. Then you can add them to a trigger or a speaker or whatever: ;********************* ;kejim_generator ;********************* localSet kejim_generator timeBetweenWaves 0 0 loopedWave ambience/kejim/kejim_generator volRange 240 250 radius 300 Just assign the soundSet key in radiant, then the name of the set as the value (no path names necessary). Try different values for the first line (localSet, bmodelSet or generalSet) to get different effects. I've just used "generalSet" on triggers to fade ambient sound between 2 dif areas of a map. Look at Kejim post, there's a bunch of dynamic sounds in there. -clu Link to comment Share on other sites More sharing options...
Druid Bremen Posted April 13, 2003 Share Posted April 13, 2003 leslie, the words are printed on the surfaces. do i have to do it the hard way eg. using brushes to form the words? or is there something else? Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 13, 2003 Share Posted April 13, 2003 lol, DarkLord, my question was for ewok mercenary. In your case no. You can do two things (maybe more, who knows?). One is to make an own version of the texture what you use on that surface and put the text onto it with an image editing program. The other is that you make the text in an image editing program and use it on a patch mesh or 1 unit thick brush in front of the surface. But in this case you have to make the text's background color transparent, and the text will be 1 unit from the surface. Now I don't know why I wrote down the second. Link to comment Share on other sites More sharing options...
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