Help with two things

Help with two things

Hammer Mapping — Page [1]
Injen
2010 Aug 9 • 10
Hi guys. I'm kinda new with Hammer and got stuck on two things.
First i want a glass wall to be unbreakable and you want br able to shoot through it.
Second, i have a wall that i want to be lower down to the ground. It's hard to explain with English
Imagine a wall that sink through the ground like a elevator.

EDIT: The elevator thing is complete.
 
 
 
2010 Aug 9 at 20:04 UTC — Ed. 2010 Aug 9 at 22:12 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
For the glass, just make a func_wall and set the RenderMode=texture and FXAmount=80 or so.

Bullets from some guns will go through 1 surface but not 2. So to stop bullets, add another layer with another func_wall. You can texture this one with NULL so it will not be visible.

I'm not sure how well this will work TBH. I don't know all the details of how func_wall's and bullets interact.
 
 
 
2010 Aug 10 at 00:28 UTC — Ed. 2010 Aug 10 at 00:28 UTC
Injen
2010 Aug 9 • 10
That was easy
I still have one question that i cant solve. Thanks to this guide http://www.youtube.com/watch?v=Iw4xSkMul5o i manage to make a moving wall. I placed a "trigger_auto" to start the wall wit h 10 sec delay. It works great, but the wall starts to move even if there is no player connected. How can i fix that?
 
 
 
2010 Aug 10 at 12:48 UTC
the_cloud_system
polly pushy pants

2008 Aug 1 • 3081
-6 ₧
and if no player is connected to the server, as in spectater?
I drink to forget but I always remember.
 
 
 
2010 Aug 10 at 13:08 UTC
Injen
2010 Aug 9 • 10
Well i want the timer to start as soon someone choose a team.
When everyone is dead, the wall starts all over again from the first point.
 
 
 
2010 Aug 10 at 13:23 UTC — Ed. 2010 Aug 10 at 13:31 UTC
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
Injen said:
Well i want the timer to start as soon someone choose a team.
When everyone is dead, the wall starts all over again from the first point.


trigger_auto automatically triggers even if nobody is on the server, so you should put a trigger_multiple in this box that everyone spawns in, so when someone join they trigger it, then they fall into a teleporter that teleports them to the real spawn point.
Free Steam Games
 
 
 
2010 Aug 11 at 00:57 UTC
Injen
2010 Aug 9 • 10
Hmm i cant any trigger_multiple.
Any guide or can you tell me how to do it?
 
 
 
2010 Aug 11 at 18:43 UTC — Ed. 2010 Aug 11 at 19:06 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Even better is to use the "Round_Start" event.

Anything named "Round_Start" will get triggered at the start of every round.
 
 
 
2010 Aug 11 at 20:54 UTC
Injen
2010 Aug 9 • 10
Again. Where do you guys find those thing? I dont even have entitys on the letter "R"
 
 
 
2010 Aug 11 at 21:06 UTC
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 14 • 2045
Injen said:
Again. Where do you guys find those thing? I dont even have entitys on the letter "R"

superjer said:

Anything named "Round_Start" will get triggered at the start of every round.

 
 
 
2010 Aug 11 at 21:09 UTC
buq25

2008 Jul 5 • 583
295 ₧
It might require the expert thingy. I'm actually not mapping for 1.6 anymore, so I have no idea. Here it is, anyways.

http://www.superjer.com/files/cs-fgd-xp_8u.zip
Today's post brought to you by the letter: "heck".
 
 
 
2010 Aug 11 at 21:09 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
There's no entity called Round_Start. It's just a name. You can name any entity Round_Start and it will get triggered.

It's magic.
 
 
 
2010 Aug 11 at 21:14 UTC
Rockbomb
Dog fucker (but in a good way now)

2009 Nov 14 • 2045
 
 
 
2010 Aug 11 at 21:26 UTC
Injen
2010 Aug 9 • 10
Still dont work. Dont know what i'm doing wrong.
 
 
 
2010 Aug 11 at 21:40 UTC
Injen
2010 Aug 9 • 10
SRAW said:
Injen said:
Well i want the timer to start as soon someone choose a team.
When everyone is dead, the wall starts all over again from the first point.


trigger_auto automatically triggers even if nobody is on the server, so you should put a trigger_multiple in this box that everyone spawns in, so when someone join they trigger it, then they fall into a teleporter that teleports them to the real spawn point.


It works, but not great :)
"Delay before reset" it's the problem now. If i set it to low and someone step on the trigger again the wall get stuck, and if i set it to high then it get some problem after respawn.
Alternative as you said, just place the trigger_multiple outside the map and make som teleports, but then i need a trigger_once. But there hav eto be a easier way to solve this?
 
 
 
2010 Aug 12 at 21:57 UTC
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