Need help on a transport portal


(MadJack) #21

Some people are WAY too much time on their hands :smiley: Movie was fun to watch :smiley:

@Joop I thought my post was obvious but thanks for making it clearer… :slight_smile:


(mr yellow needle) #22

yeah the movie isnt me i just found it on the net while trying to find a demo for you guys so you could understand… just thought id clear that up


(MadJack) #23

It’s exactly what I thought it was but nice to see I wasn’t wrong.


(mr yellow needle) #24

im going to make a test run of the rings but when i do the button and the movement of the rings with script_mover in the script can i just add the wait line then make the portal ā€œvisibleā€ with setstate all within the script mover function?


(MadJack) #25

The wait will be when you move the rings. Something like:


ring1
{
    gotomarker somemarker 50 wait
}

That instructs the ring1 (which should be what the script_mover have as a targetname) to move from it’s current position to the ā€œsomemarkerā€ path_corner’s position. The wait at the end means to wait at that scriptblock before returning to the scriptblock that called it, enabling you to put some other calls right after it’s finished.

Now, there are tons of ways to make those work but I know that sometimes moving a script_mover from elsewhere than it’s own scriptblock (targetname/scriptname) will not work. So I suggest you try it all bundled in one scriptblock and if it doesn’t work, move them all in different scriptblock and call those from a wrapper function that would check it’s state (is it moving? if so abort) then move ring1, ring2, etc then make the teleporter visible. Once everything has been moved, use a wait 5000 (5 secs) and do it the other way around, setstate teleporter invisible, ring6, ring5, etc

I think I didn’t forget anything.

Anyway, if I’m wrong someone will correct me I’m sure :slight_smile:

HTH


(LaggingTom) #26

I’m working on a prefab for it, just to see if I can. If it works, I’ll post. But don’t get your hopes up!


(MadJack) #27

Spoonfeeding LaggingTom??? :eek:


(LaggingTom) #28

I just can’t help it. For some reason this attracts me. Besides, everything is labeled to learn from.


(MadJack) #29

thinks of a scheme to make LaggingTom thinks I’m working on a SG theme so he does all the work… :smiley:


(LaggingTom) #30

Down boy. I’m still trying to make the first ring into an ASE. It doesn’t seem to want to show up.


(MadJack) #31

Don’t show up as in setstate not working or not showing in map or not showing in a .ase convertion?


(LaggingTom) #32

Not showing in ASE. But that’s fine, I went against the ASE, and just went with patches. The first ring works perfectly, and now I’m going to texture it and clone it.


(MadJack) #33

Don’t forget that you need to use -meta -patchmeta -subdivision 1024 for conversion (if you don’t use -patchmeta you won’t have the patches from the brushwork).


(LaggingTom) #34

That would be the problem. Thanks.


(LaggingTom) #35

New problem: One ring goes down and up fine, but two down. When I trigger them to go down they work, and when I trigger them to go up they work, so I know it’s not a typo. It’s just they don’t seem to like to work together:

ring1
{
	spawn
	{
		wait 200
		accum 1 set 0			//Ring Position (0=Up)
		gotomarker ring1_p1 500
	}

	trigger down
	{
		gotomarker ring1_p2 500
		accum 1 set 1			//Ring Position (1=Down)
	}

	trigger up
	{
		gotomarker ring1_p1 500
		accum 1 set 0			//Ring Position (0=Up)
	}
}

ring2
{
	spawn
	{
		wait 200
		accum 2 set 0			//Ring Position (0=Up)
		gotomarker ring2_p1 500
	}

	trigger down
	{
		gotomarker ring2_p2 500
		accum 2 set 1			//Ring Position (1=Down)
	}

	trigger up
	{
		gotomarker ring2_p1 500
		accum 2 set 0			//Ring Position (0=Up)
	}
}

ring_ctrl
{
	spawn
	{
		wait 200
		accum 0 set 0
	}

	activate
	{
		trigger ring_ctrl down
		wait 5000
		trigger ring ctrl up
	}

	trigger down
	{
		trigger ring1 down
		wait 100
		trigger ring2 down
	}

	trigger up
	{
		trigger ring2 up
		wait 100
		trigger ring1 up
	}
}

(MadMaximus) #36

well, i see one typo in the activate area,
trigger ring ctrl up
should be
trigger ring_ctrl up


(mr yellow needle) #37

hey thanks LaggingTom i really apreciate it! I made a model out of patches but it SUCKED so the prefab is good enough but the script too… YOURE A GOD SEND!!!..(and would you please send me the prefab and the script(i can copy and paste the script and change the typo but))… and so is this entire forum. Everyone is so active where other communities you sit in an irc chat for 20 min while everyones talkin bout their favorite porno while your computer is exploding! but again thanks

EDIT: oh i almost forgot… LaggingTom you can get me at lildrbler@yahoo.com or on AIM as lildrbler2009… im always on AIM

EDIT:(again) but oh LaggingTom im not sure but i think theres 5 rings but i may be mistaken but im pretty sure theres 5… not trying to be a critic but its just a barely forceful suggestion


(MadMaximus) #38

im doing a sort of mad scientist castle thingy at the moment, it’s an old old map i started years ago for quake3 but gave up on ( i just started to map then and made a lot of mistakes ) but i found it on an old drive and since i cannot use the old quake3 style transport portals which i had there, i decided to make some newer ones for the et version of the map.
i know its not what your looking for, but it does have some electrical rings that move up and down before it teleports you. if you want, i can pack it all up in a prefab and send it to you, so you can see what i did with it.

they are mad scientist style teleporters, operated by a control panel in each teleporter. once its activated, the side doors swing shut, there’s some smoke, lightning ring effects that move up and down and a pile of sound effects before your sent to the next teleporter which waits about half a second before opening the doors to let you out again.

like i said, its probably not what you want, but the rings moving is scripted in there and you can see how i did them. i know you would like yours like stargate style, and these are not ( in the way they move ), one starts at the bottom and one at the top and they go up and down and past each other a few times, but its basicly the same idea, just have to ajust some stuff.

if you’d like to see the prefab, just let me know.


(mr yellow needle) #39

i finally got a decent looking model but its in md3 format so how can i make the rings a script mover to be able to move them?

o and Here is my prefab(must right-click -> save as) but anyway thanks for all the help.


(mr yellow needle) #40

O and i forgot to mention this in my last post… If anyone is willing to help i am getting very eager and motivated to make a stargate mod ad im not really that worried because there are atleast 2 stargate mods for half-life which are about 97% done and havent been shut down so i think itll be alright… but just a thought… please give me feedback so i can either start or scrap the idea.