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Couple of mapping questions
Posted 3 months ago, last post 3 months ago by CC_Fight
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http://www.fpsbanana.com/maps/64134
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How do I have a light turn on when I run into a certain distance of it? Right now I have a trigger_multiple with the outputs OnStartTouch light10 TurnOn (light10 being the light I want to turn on)

Also, is there a way to make a brush "hover" or have a floating brush kind of bob up and down so it looks as if it is hovering?

Any help would be appreciated!
Check out my new map aim_crooked. Needs 2 more assessments!!!
goldend33d .
Hard core kitteh | Y2M
Posted 3 months ago
For the first one, make it on trigger, blah blah blah
For the second one, make a block(be sure to make it a func_physbox) you can just make a func train track and make one train track go to another and that one go back...
Like in a logic_auto, on map start, target the train track, and start it.
then in the second node, set the next nod to be the one before it...
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http://www.fpsbanana.com/maps/64134 | Y2M
Posted 3 months ago
Posted by goldend33d

For the first one, make it on trigger, blah blah blah
For the second one, make a block(be sure to make it a func_physbox) you can just make a func train track and make one train track go to another and that one go back...
Like in a logic_auto, on map start, target the train track, and start it.
then in the second node, set the next nod to be the one before it...


Ok thanks Ill try it out. And as for the traintrack stuff Im pretty sure I get what you mean. Thanks again
Check out my new map aim_crooked. Needs 2 more assessments!!!
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http://www.fpsbanana.com/maps/64134 | Y2M
Posted 3 months ago
Posted by goldend33d

For the first one, make it on trigger, blah blah blah
For the second one, make a block(be sure to make it a func_physbox) you can just make a func train track and make one train track go to another and that one go back...
Like in a logic_auto, on map start, target the train track, and start it.
then in the second node, set the next nod to be the one before it...


I cant seem to figure out how to get the bobbing in :/
Check out my new map aim_crooked. Needs 2 more assessments!!!
goldend33d .
Hard core kitteh | Y2M
Posted 3 months ago
Well, basically, you have to make a func_physbox, and make a func traintrack, make it so that the traintrack targets the func_physbox and then there will also be a setting which is like next_path_track or something, and then set that to something slightly lower, then select the path track you just set as the one for the func traintrack and set that just to go back up, so its a finite loop. then i think there is a flag to make it start.
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http://www.fpsbanana.com/maps/64134 | Y2M
Posted 3 months ago
Ok Ill see if I can get it to work ^^
Check out my new map aim_crooked. Needs 2 more assessments!!!
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http://www.fpsbanana.com/maps/64134 | Y2M
Posted 3 months ago
Posted by goldend33d

Well, basically, you have to make a func_physbox, and make a func traintrack, make it so that the traintrack targets the func_physbox and then there will also be a setting which is like next_path_track or something, and then set that to something slightly lower, then select the path track you just set as the one for the func traintrack and set that just to go back up, so its a finite loop. then i think there is a flag to make it start.


ok heres what I have so far, I created a func_physbox and a func_tracktrain. For the func_tracktrain I put outputs like this: OnStart physbox Enable Motion and OnNext physbox Force Drop
Check out my new map aim_crooked. Needs 2 more assessments!!!
.
$50 not 50$ | Y2M
Posted 3 months ago
Func_physbox? Why?

Just make a func_tracktrain and 2 path_track's.

func_tracktrain:
Next Stop Target: Name of first path_track.

path_track 1:
Next Stop Target: Name of path_track 2.

path_track 2:
Next Stop Target: Name of path_track 1.



And I remember having to add the output: OnPass func_tracktrain Start Forward to all the path_track's for CS:S
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http://www.fpsbanana.com/maps/64134 | Y2M
Posted 3 months ago
Posted by PurplG

Func_physbox? Why?

Just make a func_tracktrain and 2 path_track's.

func_tracktrain:
Next Stop Target: Name of first path_track.

path_track 1:
Next Stop Target: Name of path_track 2.

path_track 2:
Next Stop Target: Name of path_track 1.



And I remember having to add the output: OnPass func_tracktrain Start Forward to all the path_track's for CS:S



TYVM! it works ^^
Check out my new map aim_crooked. Needs 2 more assessments!!!
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