User talk:Giles

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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. ps. sorry for not responding sooner, I try to stay away form my stupid dial up. pss. Any other questions I could help with. pssssssss. sorry for spamming your page. LOL 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)

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)