acewombat Posted October 21, 2002 Share Posted October 21, 2002 I have been having problems with this tutorial I followed on adding things like electical beams and effects. It said I needed to added an info not null to direct the beam or something. However everytime I add one of those not null's I get an illegal error. Is there something with this I might be screwing up? Link to comment Share on other sites More sharing options...
Eldritch Posted October 21, 2002 Share Posted October 21, 2002 Originally posted by acewombat I have been having problems with this tutorial I followed on adding things like electical beams and effects. It said I needed to added an info not null to direct the beam or something. However everytime I add one of those not null's I get an illegal error. Is there something with this I might be screwing up? If you're trying to target an effect (fxrunner), you need to use a info_null instead of an info_notnull, then press CTRL+K to target it. What are you trying to create? Link to comment Share on other sites More sharing options...
Evader Posted October 21, 2002 Share Posted October 21, 2002 I am workin' on somethin' similar in MP and I had to determine direction of fx by addin' key angles and 3 number value. Do you work on MP or SP map? Link to comment Share on other sites More sharing options...
acewombat Posted October 22, 2002 Author Share Posted October 22, 2002 I am doing an sp level. There are actually a couple of things I was trying to do. I wanted to add an electrical energy field that the player must deacticvate before going any further- like if you touch it it damages u. Maybe by a switch or a trigger of some kind the player would use to deactivate it. I also wanted to use some smaller ones that are triggered after smashing some electrical panels or something-a know just some basic effects. I followed this tutorial on adding basic effects and maybe it said use info_null I thought it said info_notnull. I 'll try it like that. -Thanks Link to comment Share on other sites More sharing options...
Altus_Thrawn Posted October 22, 2002 Share Posted October 22, 2002 For the electrical field...maybe this is wrong, but couldn't you just make a custom electric texture...and make the door a func_door and a trigger_hurt...and have a switch to open the door.... Link to comment Share on other sites More sharing options...
Eldritch Posted October 22, 2002 Share Posted October 22, 2002 If you want an electrical field that hurts the player, don't use an fx_runner. Use a brush that you've used an electrical field shader on... they have at least one of those in the game. Then make that brush a trigger_hurt, and assign it a damage value. Voila! Link to comment Share on other sites More sharing options...
acewombat Posted October 23, 2002 Author Share Posted October 23, 2002 Thanks again for the help. One more thing how do you make a door that never returns -that remains open? Do I just omit return or is there a default value that makes it return that must be changed? Link to comment Share on other sites More sharing options...
Eldritch Posted October 23, 2002 Share Posted October 23, 2002 If you want a door that never closes after it's been opened, I don't think you can use a func_door. I think you'd have to use a func_train... but I don't really recommend doors that don't close. They hurt the FPS for your map. You can have a door that doesn't lock again, but still closes though. Link to comment Share on other sites More sharing options...
Shadriss Posted October 23, 2002 Share Posted October 23, 2002 For a door that never shuts again, I THINK (i'd have to check) that you use the key "Delay" and value "-1" Check the properties window for a func_door... I seem to remember reading that. Link to comment Share on other sites More sharing options...
Eldritch Posted October 23, 2002 Share Posted October 23, 2002 Originally posted by Shadriss For a door that never shuts again, I THINK (i'd have to check) that you use the key "Delay" and value "-1" Check the properties window for a func_door... I seem to remember reading that. I think that may be true, but i still wouldn't suggest a door that never closes. Link to comment Share on other sites More sharing options...
Leslie Judge Posted October 23, 2002 Share Posted October 23, 2002 Actually the key is "wait". And why not? In some cases it's not a problem, to have an open door. Of course it depends on the evironment. Link to comment Share on other sites More sharing options...
Eldritch Posted October 23, 2002 Share Posted October 23, 2002 You're right, Leslie. "Delay -1" would make the door never open, LOL. As for the open/closed door thing, like you said, it really depends on the environment... I was just stating the general rule. Link to comment Share on other sites More sharing options...
Shadriss Posted October 23, 2002 Share Posted October 23, 2002 I DID say I wasnt sure... Link to comment Share on other sites More sharing options...
Eldritch Posted October 23, 2002 Share Posted October 23, 2002 It sounded right until Leslie made the correction. Link to comment Share on other sites More sharing options...
Wudan Posted October 23, 2002 Share Posted October 23, 2002 Open/Closed - doesn't matter, the game will draw the area behind, unless you give it a reason not to. To check it, use r_showtris 1, when your door is closed, you'll see the area behind is drawn, unless you put like a hint (or portal? something?) or something to make it not draw the area ... but that's a whole section that I can't expound upon, because I haven't extensively used / tested this feature out. Link to comment Share on other sites More sharing options...
Leslie Judge Posted October 24, 2002 Share Posted October 24, 2002 wudan, yes, you are right. You have to use an area_portal brush where the door is. But an open door with area_portal... I have never tried what's the result. Probably nothing special. Link to comment Share on other sites More sharing options...
Shadriss Posted October 24, 2002 Share Posted October 24, 2002 Results in nothing happening. Essentially, the area portal becomes a wasted brush at that point. During a compile, for purposes of VIS, ,a func_door is ignored, as if it werent there. The area portal basically forces a vis block. Of course, it can only do that if the door is closed and you cant see whats on the other side... once it's open permananetly... Well, ,you see the issue. Of course, depending on what's on the other side, this may not be a problem. Link to comment Share on other sites More sharing options...
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