User talk:Giles: Difference between revisions
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plz leeve comment @ mi page please | plz leeve comment @ mi page please | ||
and does any1 kno how to make pitched rooves? ans @ mi page please | |||
game4ever | game4ever |
Revision as of 14:15, 17 April 2006
Re: edit to trigger_changelevel
For transitions...what about new chapters?—ts2do 17:51, 24 Feb 2006 (PST)
- Afaik, chapter changes are just level transitions where a chapter title is displayed, from a map building perspective. Source also demands a "return-trip" level transition regardless of whether the newunit worldspawn keyvalue is set or not. If it can't find one, the level load fails with the following message in the console:
- Host_Error: Level transition ERROR
- Can't find connection to <previous level> from <next level>
- I've verified this by experimenting with my own maps and by looking at how Valve handled the one-way transition from d2_prison_08 to d3_c17_01 and d3_c17_01 to d3_c17_02 (which is the first map of the new chapter Anticitizen One).
- Giles 01:24, 25 Feb 2006 (PST)
Re: Help Desk question (Generating output when player uses a locked door)
You got a point about that locked door triggering. Ill work on it. If you still need help. Cubedude 14:00, 26 Feb 2006 (PST)
- I've got it, It's kinda like what you said "hacking around" But it works. What I did was I made a locked func_door_rot and then created a func_button that was also locked and invisable and as big as the door. I put the button just a unit or two in front of the door and I put an OnUseLocked output to trigger what ever I needed to, then I used the OnUseLocked Kill "Button" which i named the button. to get rid of the button. I also used a locked sound for the button so when you went to use the door "but actually used the invisable button" It sounded like a locked door. Hope this helped. If you want me to email you this map then email me at dennis@dkode.tk Cubedude 14:31, 26 Feb 2006 (PST)
- I didn't know func_button had an OnUseLocked output, but now I do. I whipped up a test map and it works fine. Thanks very much. Giles 15:13, 26 Feb 2006 (PST)
Re: Help_Desk question (Generating output when player is damaged)
Yo man, I couldn't figure out anything. I really tried, and now I really want to know how to do it. If you ever figure out a way to do it, I hope I'm the first person you tell. Cubedude 17:54, 3 Mar 2006 (PST)
- If you turn on developer 2 in the console, when the player is shot, the following message is printed there:
- Unhandled GameEvent in ClientModeShared::FireGameEvent - player_hurt
- Kinda suggests I'm up the creek and if I want a paddle, it'll have to be made out of code. Giles 14:59, 7 Mar 2006 (PST)
- Yah, this is something you'd have to do in code. --Spektre1 00:42, 10 Mar 2006 (PST)
- I'm glad you finally figured out someway to do this, to bad I didn't figure it out first. Crap! LOL. Cubedude 08:38, 11 Mar 2006 (PST)
Archived question, since I took it off the Help Desk page:
- Firing an output on player damaged
- Some of the NPCs have outputs OnHalfHealth and OnDamaged, which do pretty much what they say on the tin - fire when the NPC reaches half health and when the NPC takes damage. Is there any equivalent for the player, and any way of hooking up such an output from within Hammer? Giles 10:20, 1 Mar 2006 (PST)
- I'm going to guess that that sort of thing would have to be programmed in. --Spektre1 00:41, 10 Mar 2006 (PST)
VMF uploads
There are several issues, but one of them is that Mediawiki was not really designed to handle large uploads that VMF files can sometimes be. We have been looking into ways we can allow this down the line, but cannot at this time. --JeffLane 12:20, 7 Mar 2006 (PST)
- One solution would be that a .vmf could only be a certain size, we could in that case have a prefab dedicated page. Wouldn't that be just ACES.--Deadity 12:33, 7 Mar 2006 (PST)
- Okay, thanks for following that up. Giles 14:59, 7 Mar 2006 (PST)
Assaults article
With the exception of the "Limitations and Bugs" section, which I'm about to divide among the entities it concerns, I'm done structuring up the article, and I'm wondering if it needs anything else. I really didn't add much - just restructured things already there. The page is not a complete tutorial on its own, but the entity pages linked to it should be able to provide what's not mentioned on the page. --Andreasen 09:13, 9 Apr 2006 (PDT)
umm i ended my page- gets bored too easily ay1 got any advice on makin explosions without loads of "specialised" (i.e. having to go through a series of windows etc) thanx
ended page and help
umm i ended my page- gets bored too easily any1 got any advice on makin explosions without loads of "specialised" (i.e. having to go through a series of windows etc) thanx plz leeve comment @ mi page please and does any1 kno how to make pitched rooves? ans @ mi page please
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