 Right
#15929 posted by ijed on 2016/02/11 15:27:19
But I read it as if PuLSaR is saying use one of the animation frames, not the 'off' (+a) frame.
I know that func_wall has some little known hackery inside that works with this, but can't remember what it is.
And now, reading it again, it seems that it is just setting the +a frame yeah.
 Yep
#15930 posted by PuLSaR on 2016/02/11 22:31:05
I just needed the +a frame, silly me
 Misc_explobox2 + Trigger
#15931 posted by DeeDoubleU on 2016/02/13 14:44:15
I want explosion of misc_explobox2 to trigger stuff.
Tried 'default' and hacked triggers, but it seems they don't take damage from that entity.
Setting enemy:1 to box makes it shot-through.
#15932 posted by DeeDoubleU on 2016/02/13 18:28:12
And another question.
Guys, how do you create caves?
Quick experiments taught me that it would be nearly impossible to do it in radiant or at least very long and masochistic experience.
Trying to use trenchbroom atm. Alas, it crashes often, but in the meantime gives much more freedom.
Technique I use is pretty much what was shown in TB tutorial-gifs - making a grid of 64x64 boxes and then pushing vertices.
https://i.gyazo.com/067766322d24018d6c8b2cadc916b4e0.png
It goes very slow and I'm not quite happy with my results so far.
Tips, rules, your personal general pipeline - I'm interested in everything.
 DeeDoubleU
#15933 posted by Kinn on 2016/02/13 18:41:44
I use Netradiant, and it's as quick as TB in my experience if you work in tri prisms and drag-select multiple vertices. You can even do all the pushing and pulling in the 3d view, like in TB.
Once I'm happy with the shape, I combine the tris to make them quads, which halves the brushcount and probably makes the compiler happier.
The trick is knowing which configuration of tri prism pairs makes a convex quad, and it takes a while to develop an intuition for that.
Your probably better off sticking to TB.
 TB Tutorials? Where?
#15934 posted by aDaya on 2016/02/13 20:38:18
 Uhm, I Meant This
#15935 posted by DeeDoubleU on 2016/02/13 20:42:46
 DW
#15936 posted by ijed on 2016/02/13 22:58:55
You could try a trigger with health that's the same size as the box, that triggers the box, plus whatever else it is you want activating.
 Ijed
#15937 posted by DeeDoubleU on 2016/02/13 23:15:15
Unfortunately I wasn't able to detonate the box by triggering it.
 Caves
#15938 posted by Rick on 2016/02/13 23:46:43
I used tri-souping to make the opening cave area of the map I did for Fire and Brimstone (Detour), three walls and the roof anyway. The floor is flat with various bits and chunks added. The map is in the pak if you want to take a look.
 DW
#15939 posted by negke on 2016/02/14 00:19:19
Exploboxes don't fire triggers, but they do work with buttons.
 Also - Essential Reading
#15940 posted by Kinn on 2016/02/14 00:42:53
Look at sock's rock wall tutorials:
http://www.simonoc.com/pages/articles.htm
It's much more brush/face efficient than trisoup.
As a rule of thumb if I can use sock-style "rock wall" geometry for terrain/cave stuff, I will use that. I only do tri-soup for places where the above doesn't cut the mustard, and for joining disjointed bits together smoothly.
 Negke
#15941 posted by DeeDoubleU on 2016/02/14 00:46:34
Can you please get into more details with this?
Simply linking button or trigger to box does not work for me for some reason.
#15942 posted by DeeDoubleU on 2016/02/14 00:51:22
Thanks for the link, Kinn, gonna check it out tomorrow.
#15943 posted by negke on 2016/02/14 08:58:30
Small button with "health" "1" next to the box, so the exposion damage triggers it. See bbin1 for reference, at the end of the second level part.
 Button That Works Only After A Trigger Fires
#15944 posted by Ubiquitous on 2016/02/15 19:05:32
I'm possibly missing something obvious, but is there a way to do the following two related things?
(1) make a button that activates when the player touches it but that cannot be activated until after a particular trigger is fired.
(2) make a door that opens when the player approaches it but not until a particular trigger is fired.
#15945 posted by JneeraZ on 2016/02/15 19:19:38
Could it be as simple as an invisible func_wall in front of the button that you killtarget later?
 Yes, That Works
#15946 posted by Ubiquitous on 2016/02/15 19:57:59
Yes, that works. Actually, I had thought of something like this but for some reason convinced myself that func_wall wasn't implemented in Quake.
Thanks for putting me right.
 UE3 Question
#15947 posted by DaZ on 2016/02/15 21:49:19
This should be something really simple but it is driving me insane :/
Ok, so I have a prop properties page open in UE3 editor and in this prop I can assign other props to die when this prop dies, all I have to do is input the name of the props I want.
One of the buttons says "use current selection item in the content browser" but if I select the thing I want in the content browser it brings up the properties for that item and I can no longer enter it into the ui.
I can see no way to copy the name of the item either.
So, it seems the only option is to type out an insanely long reference name which I will inevitably fuck up somewhere and create bugs.
What gives?!
 Ubiquitous
#15948 posted by mfx on 2016/02/15 22:42:36
#15949 posted by JneeraZ on 2016/02/15 23:44:59
Did my tweet not help? Locking the property window will stop it from changing the window when you click another actor.
And typing in the name won't fuck anything up because it won't take a bad name ... the name will have to exist or it won't accept it.
 Since When Do Tweets Help?
#15950 posted by mfx on 2016/02/16 00:26:48
wait a second..
 Yup
#15951 posted by DaZ on 2016/02/16 04:21:19
Thanks Warren you are a life saver. That was driving me mental!
btw : I accidentally a xcom 2 map pack http://steamcommunity.com/sharedfiles/filedetails/?id=625430712
Will probably work on it some more tomorrow.
 @mfx
#15952 posted by Ubiquitous on 2016/02/16 19:23:41
Thanks. Building a logic gate in that way is definitely something I hadn't thought of, but makes a lot of sense now.
 Ubiquitous
#15953 posted by anonymous user on 2016/02/16 23:07:23
my jam2 map used one of those, exactly for the stuff you described(open a door when an event has fired/happened). Glad to help!
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