Triggered doors, broken lights... [Irrelevant's n00b Q's]


(Irrelevant) #1

First post here! And you guessed it, I’m stuck. :rolleyes:

I’ve been saving up questions to ask all in one go, which is why they’re very varied. Here they are:

========

I’ve got a two-part door which I want to close whenever an Allied stands in front of it, so you have to sprint through it to avoid getting crushed. So, I have the two func_doors set up, and a trigger_multiple in front of it. They’re defined as follows:

classname  func_door
wait       0
dmg        500
spawnflags 5         // start_open, crusher
type       6
speed      1000
targetname trap
angle      0
lip       64

classname  func_door
wait       0
dmg        500
spawnflags 5         // start_open, crusher
type       6
speed      1000
targetname trap
angle      180
lip       64

target     trap
spawnflags 2                // allied_only
classname  trigger_multiple

I’ve tested this, and it stoutly refuses to move. The door makes a noise, but it doesn’t go anywhere.

What’ve I done wrong? :???:

========

Say I have a building lit with pointlights. In order to get an advantage, someone could satchel charge the fusebox, plunging the entire building into darkness.

The question is: How would I go about doing this?

Oh, and someone could repair the fusebox afterwards.

========

Some shorter ones:

Is it possible to make a trigger_hurt only affect by one team?

WTF is a ‘_decal’, ‘corona’ or ‘dlight’?

When I link a trigger_heal to a misc_cabinet_health and give it a healtotal of 6, the models of healthpacks don’t go down one at a time. They all disappear at once, and I only get one. Why?

How do ‘clip’, ‘clip_metal’, ‘clipfull’, ‘clipmissile’, ‘clipmonster’, ‘clipmonster2’, ‘clipshot’, ‘clipweap’, ‘clipweap_metal’, ‘clipweap_wood’ and ‘clipweapmetal’ differ?

Similarly, how do ‘caulk’ and ‘caulkterrain’ differ?

========

I think that’s everything for now…


(Irrelevant) #2

Is anybody there? Anybody?

Well, I fixed the health thing. Apparently you need to multiply the max number of packs by the health per pack. However, now I’m not sure how to make the ammo rack do what I want.

I’d like them both to spawn one pack every 5 seconds, but the claimed rate (one ‘clip’ per second) is definately not one pack per second. Does anyone understand the system?

Also, I’ve noticed that the ‘trap’ door makes a single clunk, as compared to the more prolonged rattling and screeching of a normal type 6 (portcullis) door. :suspicious:

Does that help?

:banghead:

Oh, and I have another question, but this time on your opinions:

At what size does a covered texture become so small that it would be more wasteful of resources to clip around it than to just leave it? I’m currently clipping around a 32x16 box, and I’m wondering if it’s worth chopping up the (approx) 2000x1000 floor to caulk that small an area.


(Doc) #3

I’ll just answer what I know…

1: Each door should have it’s own unique targetname.
2: I think that a door WILL NOT crush a player anytime, thus using it as a trap won’t work (please correct me if I’m wrong). Maybe you should try script_movers and trigger_multiple, etc.

How do ‘clip’, ‘clip_metal’, ‘clipfull’, ‘clipmissile’, ‘clipmonster’, ‘clipmonster2’, ‘clipshot’, ‘clipweap’, ‘clipweap_metal’, ‘clipweap_wood’ and ‘clipweapmetal’ differ?

They clip differntly! clip just stops the player, bullets and missile go through. clipmissile stops missiles and players, but not bullets. clipweap stops all weapon types and players. clipweap_wood/metal stops weapons and players and makes a wood/metal hit sound when shot.

I think they’re all the useful ones, you’d be hard-pressed to find uses for the others.


([rD]MrPink) #4

I’m pretty sure clipmonster is for bots/ai and thus you will NEVER use it.


([rD]MrPink) #5

I’m not entirely sure, but I’m guessing if you used a trigger_multiple and set it to the team you want to trigger it and make it the same size as your trigger_hurt and put it in the same place, then targetted the trigger_hurt with the trigger_multiple it would only hurt the one team…


(sock) #6

Simply use “script_mover” entities instead.

Can’t be done with the ET compiler and light entities cannot be moved around either.

The trigger_hurt cannot affect only one team but used in combination with a trigger_multiple it could work. trigger_hurt entities can be switched on/off with the setstate command.

_decal is a special compile only decal system developed by Ydnar. It can overlay decal textures onto other surfaces. Search this forum for additional help on this entity.

Look at the example map goldrush, it has 2 working health/ammo cabinets to see how the system works.

At the back of the Level Design Reference is a appendix with all the common textures you will need to create maps for ET. Sure there are plenty of other textures in the common directory but most of them are strange variants of the one’s described in the appendix.

See above.

Sock
:moo:


(Flash95) #7

‘corona’ makes a lens flare effect when the player looks at the entity.
kind of like looking at a street lamp in the early morning fog.

Corona entitys were placed by the lights in this screen shot of a map I am working on.


(Irrelevant) #8

Thaks all!

OK, how do I get a trigger_multiple to target two things with different names?

IIRC, using Ctrl-K to target one entity (A) from another (B), then targetting another entity © from B the same way gives them both the same name. Which is why I did it that way.

I tried a manually activated door with the crusher spawnflag, and that worked.

Oh well. I was hoping to put off scripting for a bit longer. Why does it make a noise as it is, though? (Just curious…)

Won’t that hurt any axis standing on the trigger as well? I suppose that’s close enough…

OK, will look.

Ditto.

Thanks. Nice plug. :smiley:

==== UPDATE ====

OK, I messed around with a dlight for a bit, and worked out roughly what it does. I think I could use them for my ‘turning the lights out’ idea.

However, I read on some page about dlights being affected by the brightness of the surrounding lights or something. Does anyone have any info on this?

Also, is it possible to have spotlight dlights? Just targetting an info_null (or notnull) didn’t seem to work.

Again, thanks for the tips! :clap:

runs off to fiddle with his testmap


(Irrelevant) #9

:bump:

OK, I solved the problem of the door. I had to set ‘key’ to 0.

Howver, I’ve got another set of problems now. Here we go:

When I fire a mortar into the sky it disappears and doesn’t come down again. Indeed, when I throw a grenade vertically, it vanishes. What am I doing wrong?

I’ve attempted to make a shader, however Radiant refuses to register its existance. I’ve shoved everything into a pk3 to make it easier to manage, which is as follows:


test.pk3
|
|- textures
|  |
|  |- test
|  |  |
|  |  |- test_tex.tga
|  |  |
|  |  '- [other tgas]
|  |
|  '- [other folders]
|
'-scripts
   '- test.shader

test.shader reads:


textures/test/test_tex
{
   surfaceparm slick
   surfaceparm nodamage
}

When I load the ‘test’ textures folder into Radiant, ‘test_tex’ appears with no white outline. Why?

How do you target multiple entities with different names?

Some scripting questions:

When triggering a move from script, does the script wait until the move is complete before executing the next line?

If a script has started moving a script_mover, when another one tries to move the same script_mover differently, what happens?


([rD]MrPink) #10

Did you list your shader in shaderlist.txt ?


(Irrelevant) #11

Yes, but then I took it out again when that didn’t work. Anyway, I’ve got the ‘shaderlist.txt only’ thing unchecked. But I’ll try that again just in case.

tries it

Yay! It works! :clap:
…anyone know why?

PS: Flash95, could you please make that image a bit smaller? It’s throwing the rest of the thread out of whack for us non 1280x960 people.


(Irrelevant) #12

New problem:

I’ve got my first sky shader set up, and it works fine except for a few things:

The farbox ft, bk, lf, and rt textures appear upside down.
Even though I have ‘surfaceparm noimpact’, things still bounce off it.

Also, I’ve looked in the existing shaders, and they have an undocumented surfaceparm, namely ‘surfaceparm sky’. What exactly does this do?