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Adding tesla coils. Difficulty: Intermediate |
| Category: CS:S > Mapping | Author(s): GreenGreens |

1. First lets place the entity point_tesla somewhere in your map. (Where you want the tesla to originate from.)
2. Open the properties of your point_tesla.
Name: This is the name of the entity by which other entities refer to this entity, i am going to name my point_tesla "tesla".
Source Entity: Leave this alone.
Sound Name: The sound to be played whenever lightning is created. I normally leave this at default.
Sprite Name: The material to use for the tesla lightning beams. I normally leave this at default.
Color: The color of the lightning.
Radius: The radius around the origin to find a point to strike with the tesla lightning beam.
Min # of Beams: Minimum number of tesla lightning beams to create when creating an arc.
Max # of Beams: Maximum number of tesla lightning beams to create when creating an arc.
Min Beam Width: Minimum width of the tesla lightning beams.
Max Beam Width: Maximum width of the tesla lightning beams.
Min Time Visible: Minimum lifetime of the tesla lightning beams.
Max Time Visible: Maximum lifetime of the tesla lightning beams.
Min Time Between Arcs: Minimum time delay between random arcing.
Max Time Between Arcs: Maximum time delay between random arcing.
3. Now we need something to make the tesla turn on.
Method 1, starting when you load the map: First make a logic_auto entity, open its properties and click the outputs tab.
For the outputs put: MyOutputNamed: OnMapSpawn
Targets Entitys Named: tesla (or what you named your point_tesla)
Via This Input: TurnOn
Method 2, Started by a trigger: First make a brush with the texture tools/toolstrigger where you want your trigger to be.
Now press Ctrl+T select trigger_playermovement, click apply.
Go to the outputs tab and put: MyOutputNamed: OnStartTouch
Targets Entitys Named: tesla (or what you named your point_tesla)
Via This Input: TurnOn
4. Compile your map and test. |
| Added: 4 months ago | Tags: green, greens, adding, tesla, coils |
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