some very noobish questions

some very noobish questions

Hammer Mapping — Page 1 2 3 [4] 5 6 7 8
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 Nov 20 at 16:52 UTC
newbie

2008 May 25 • 144

If u are new to mapping it probably gonna take a while before u gonna make it even with the tutorial......(if ur dont copying it)
here's a link to a tutorial and a .rmf file
But it isn't exactly what ur looking for but with it u should figure it out

RMF FILE:
http://twhl.co.za/tutorialdl/eledoors.zip
TUTORIAL: check out the hl tutorials. U find the tut on the ladder E. TUT NAME: Elevator Doors that move
http://twhl.cjb.net/
 
 
 
2008 Nov 20 at 17:29 UTC — Ed. 2008 Nov 20 at 18:56 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
newbie said:

If u are new to mapping it probably gonna take a while before u gonna make it even with the tutorial......(if ur dont copying it)
here's a link to a tutorial and a .rmf file
But it isn't exactly what ur looking for but with it u should figure it out

RMF FILE:
http://twhl.co.za/tutorialdl/eledoors.zip
TUTORIAL: check out the hl tutorials. U find the tut on the ladder E. TUT NAME: Elevator Doors that move
http://twhl.cjb.net/

well, I've checked a few tuts and I'm pretty sure I could make a basic elevator (meaning a simple platform moving up and down) following one + the answers on this topic on this forum that I found by searching.
But yeah, I might need some time to figure out how to do the other stuff.
btw thanks for the links.

@DR: Sure, take all the time you want
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 20 at 20:28 UTC — Ed. 2008 Nov 20 at 20:28 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
is it possible to make a trigger that changes an entity's properties? Because that could be used for the 2-buttons combination.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 21 at 12:53 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
ok sorry for the triple post but I just felt like doing it instead of editing.
Does an AAATRIGGER brush block the elevator? Because I was trying to make the brush to which the elevator is attached and is supposed to be the elevator's path (the elevator's tracks or whatever that's called) climbable but then the elevator didn't move.


Also I finally tried redownloading CS, this time a different one but the sprites still don't work.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 21 at 16:23 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
It might be easier to make a ladder next to the elevator. Think Half-Life (which was 10 years old yesterday, I think).
 
 
 
2008 Nov 21 at 22:49 UTC
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
Quote:
**BAD IMAGE**
Free Steam Games
 
 
 
2008 Nov 22 at 06:23 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
thanks SRAW, that helped

anyways, I managed to create an elevator with func_train, I haven't yet tried doing it with func_tracktrain or traintrack or whatever it is. I managed to make it without a tutorial to the point where I had to make the buttons to start the elevator. But then I wanted to make it so that the elevator would start when a player stepped on it but I don't know how. The tutorial said something about trigger_multiple but I can't find an entity with that name. All I can find is multi_manager. HELP!
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 22 at 11:02 UTC
newbie

2008 May 25 • 144
Mate de Vita said:
thanks SRAW, that helped

anyways, I managed to create an elevator with func_train, I haven't yet tried doing it with func_tracktrain or traintrack or whatever it is. I managed to make it without a tutorial to the point where I had to make the buttons to start the elevator. But then I wanted to make it so that the elevator would start when a player stepped on it but I don't know how. The tutorial said something about trigger_multiple but I can't find an entity with that name. All I can find is multi_manager. HELP!


Make a brush. tie it to an etity and u will find it there somewhere. Almost in the bottom i think
 
 
 
2008 Nov 22 at 14:21 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
oh so it's a brush based entity. Now I actually feel kinda stupid because I didn't think about that possibility
ok thanks.
Oh and I probably have to texture the trigger_multiple brush with AAATRIGGER right?

Now in the tutorial you gave me I found out that you cannot group any entities (like a func_tank) to an elevator. Does that go for buttons as well? Because if it dose, then that makes it impossible to make an elevator with buttons inside.
And also that makes it impossible to make an elevator with a door (a door that moves together with the elevator).
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 22 at 15:00 UTC — Ed. 2008 Nov 22 at 15:16 UTC
newbie

2008 May 25 • 144
Mate de Vita said:
oh so it's a brush based entity. Now I actually feel kinda stupid because I didn't think about that possibility
ok thanks.
Oh and I probably have to texture the trigger_multiple brush with AAATRIGGER right?


yes

Mate de Vita said:


Now in the tutorial you gave me I found out that you cannot group any entities (like a func_tank) to an elevator. Does that go for buttons as well? Because if it dose, then that makes it impossible to make an elevator with buttons inside.
And also that makes it impossible to make an elevator with a door (a door that moves together with the elevator).


u cannot make the buttons to move so u can press the button at any time. BUT u can make a button texture inside the elevator so it looks like at button and when the elevator stops u got a func_button on that spot the button texture is. And ofc the REAL button (that one with func_button) is invisable.

Mate de Vita said:

And also that makes it impossible to make an elevator with a door (a door that moves together with the elevator).


yes it makes it impossible to a FUNC_DOOR that moves together with the elevator. But not impossible with an other func_train that moves together with the elevator and when the elevator stops the "doors" keep going but change direction to the sides so it looks like a door. So if ur having like glass in the elevator u need to make a new func_train ( because u must change the fx amount to see through it. I know u knoe that but just to be extra clear) and fix so it moves with the elevator.

get it? pretty much work.....
I made a elevator with glass, doors and buttons....
 
 
 
2008 Nov 22 at 16:13 UTC — Ed. 2008 Nov 22 at 16:19 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2008 Nov 22 at 16:56 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
ah, yes I get it. I make another elevator (or 2 if I want a door that opens to both sides - half to one, half to the other) that looks like a door and goes up and down alongside the elevator and goes sideways when the elevator stops, and I make a button texture in the elevator that does nothing, but I make an invisible func_button where that button texture is when the elevator stops. Correct?
Maybe this button trick could also make it easier to make the button effects level-based, since there is actually a different button on each level.

Oh and, I've also never done a one-thing-triggers-multiple-triggers thing. So I have to use the multi_manager for that?
And then I go into the button's properties, set the target to the multi_manager entity's name and then go into the multi_manager's properties and set the targets?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 22 at 19:42 UTC — Ed. 2008 Nov 22 at 19:43 UTC
newbie

2008 May 25 • 144
Mate de Vita said:
ah, yes I get it. I make another elevator (or 2 if I want a door that opens to both sides - half to one, half to the other) that looks like a door and goes up and down alongside the elevator and goes sideways when the elevator stops, and I make a button texture in the elevator that does nothing, but I make an invisible func_button where that button texture is when the elevator stops. Correct?
Maybe this button trick could also make it easier to make the button effects level-based, since there is actually a different button on each level.

Oh and, I've also never done a one-thing-triggers-multiple-triggers thing. So I have to use the multi_manager for that?
And then I go into the button's properties, set the target to the multi_manager entity's name and then go into the multi_manager's properties and set the targets?


1. correct
2. correct
3. correct

 
 
 
2008 Nov 22 at 20:10 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
newbie said:

2. correct
3. correct


wow, I actually managed to guess those two without even looking at VHE or a tutorial
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 22 at 20:42 UTC
newbie

2008 May 25 • 144
How much have u manage to do?
 
 
 
2008 Nov 22 at 21:04 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
I've managed to make the elevator and the door, I'll do the rest tomorrow. I haven't tested it yet either. I'm going to bed now.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 22 at 21:14 UTC — Ed. 2008 Nov 22 at 21:17 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
ok, now I have (as I said) managed to make the elevator and door correctly, but now I have a slight problem.
This is what my elevator in this map looks like:

- the bit of elevator's protective fence sticking out (encircled with a pink colour) is the elevator door.
- the 2 parts encircled with red color are the 4 buttons (2 buttons per floor - one on the elevator's side and the other on the other side). All the buttons have target set to Multi (which is the name of the multi_manager entity) and the multi_manager entity has the targets set to the door (0 delay) and the elevator (1sec delay - for the door to close).

Now this all works well but the problem is that if you first trigger the elevator while standing outside it (so you don't go up with it) and then press the button while the elevator is still moving, first the door stops in mid-air and then 1 second later the elevator does (but the sound doesn't stop). I don't want the button to do anything if it's pressed while the elevator is moving.
I've tried setting the 'delay before reset' property of the func_button to 11 (which is just enough time for the door to close, the elevator to go up and the door to open again) but it didn't have the effect I wanted. I was able to first press the button (the button didn't change from green to red but the door closed and the lift started moving) then press it again to stop the elevator and door in mid-air and then the button changed from green to red and I had to wait for 11 seconds before I could press it again.
What do I do???

oh and also:
I wanted to make the door make a screeching noise when it opened and closed but I can only make it so that it makes the noise all the time (even when it moves together with the elevator). Is this impossible to do?
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 23 at 15:06 UTC
newbie

2008 May 25 • 144
I don't get it. what's ur problem?.....

correct me if Im wrong.

U only what the doors to sound when they opens/closes not all the time?

Answer: I dont think u can have them to sound only on closing and opening if u have an open area like u had. If u had like a box around the track so only can see the doors it should work if u put an extra couple of doors and only they're sounding. I can explain later if thats the problem.

Ur button attached to the floor messes everything up?
set the delay before trigger-time so it can not be used before the elevator has stopped.


 
 
 
2008 Nov 23 at 16:43 UTC — Ed. 2008 Nov 23 at 16:54 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
newbie said:
I don't get it. what's ur problem?.....

The problem is basically that if I press the button while the elevator is moving, the elevator stops.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 23 at 16:44 UTC
newbie

2008 May 25 • 144
newbie said:



Ur button attached to the floor messes everything up?
set the delay before trigger-time so it can not be used before the elevator has stopped.




I think
 
 
 
2008 Nov 23 at 16:58 UTC — Ed. 2008 Nov 23 at 16:58 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
I wouldn't be surprised if that were an engine bug... Hmmm. I'm not sure. I wonder if you could change the button to target something else for the time the lift is moving then change it back when it stops.
 
 
 
2008 Nov 23 at 16:59 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
newbie said:
newbie said:



Ur button attached to the floor messes everything up?
set the delay before trigger-time so it can not be used before the elevator has stopped.




I think

So, delay before trigger, not delay before reset. K, I'll give it a try.

DR, for that I'd need a trigger that would change entity's properties. And I still don't know whether that's possible or not.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 23 at 17:03 UTC — Ed. 2008 Nov 23 at 17:07 UTC
newbie

2008 May 25 • 144
Mate de Vita said:

So, delay before trigger, not delay before reset. K, I'll give it a try.


one of them

Mate de Vita said:

DR, for that I'd need a trigger that would change entity's properties. And I still don't know whether that's possible or not.


just change ur buttons delay before trigger/delay before reset
properties
Ithink
 
 
 
2008 Nov 23 at 17:07 UTC — Ed. 2008 Nov 23 at 17:07 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
newbie said:
Mate de Vita said:

So, delay before trigger, not delay before reset. K, I'll give it a try.


one of them

well I've tried the delay before reset but it didn't work. So I'll just try the delay before trigger.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2008 Nov 23 at 17:08 UTC — Ed. 2008 Nov 23 at 17:08 UTC
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