Talk:Func monitor: Difference between revisions
Jump to navigation
Jump to search
Darthkillyou (talk | contribs) No edit summary |
No edit summary |
||
Line 7: | Line 7: | ||
:It's a limitation that is well known and well grieved. (I added this bit of info to the article.) --[[User:Andreasen|Andreasen]] 06:57, 29 Aug 2006 (PDT) | :It's a limitation that is well known and well grieved. (I added this bit of info to the article.) --[[User:Andreasen|Andreasen]] 06:57, 29 Aug 2006 (PDT) | ||
::Does this mean that you can't have a func_monitor showing camera A and another func_monitor showing camera B? --[[User:Darthkillyou|Darthkillyou]] 17:07, 16 Aug 2007 (PDT) | ::Does this mean that you can't have a func_monitor showing camera A and another func_monitor showing camera B? --[[User:Darthkillyou|Darthkillyou]] 17:07, 16 Aug 2007 (PDT) | ||
Indeed, it creats a visual loophole that re-renders the camera shot to an infinite factor. So in other words the game crashes.--[[User:MrTwoVideoCards|Gear]] 17:35, 16 Aug 2007 (PDT) |
Revision as of 17:35, 16 August 2007
I am haveing a hard time finding this entity. Would someone help me out?
- func_monitor is brush based, Interlopers has a tutorial that may help: [1]
- I think this is Template:Not in fgd for cs source also -ts2do
It seems I can only use one camera on the map, am I doing something wrong? or is it a limitation?
- It's a limitation that is well known and well grieved. (I added this bit of info to the article.) --Andreasen 06:57, 29 Aug 2006 (PDT)
- Does this mean that you can't have a func_monitor showing camera A and another func_monitor showing camera B? --Darthkillyou 17:07, 16 Aug 2007 (PDT)
Indeed, it creats a visual loophole that re-renders the camera shot to an infinite factor. So in other words the game crashes.--Gear 17:35, 16 Aug 2007 (PDT)