game_textand the multimanager
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Re: game_textand the multimanager
Posted by Gollum on Fri Sep 19th at 1:41pm 2003


No problem, and good luck   There's an article somewhere on the VERC collective site (or whatever they call themselves these days) that goes into more details.  I believe the technique was originally devised by MazeMaster.



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Re: game_textand the multimanager
Posted by Wild Card on Fri Sep 19th at 1:55pm 2003


I cant seem to find any of their tutorials theses days.  I just look here or at Vlatitude.  But neither talk about this.

BTW:  Im in programming right now but I managed to make the beam trigger.  I have the env_beam in the center and 4 info_targets surrounding it.  The beam starts at the env_beam and finishes at the info_targets.  Between the 2 entities, is a func_button.  It does not have a name but it does target the game_text entity.  How do I make the beam and buttons invisible and can I make them that you can go through them?  Cause at the moment the player falls through them.  Or should I move it elsewhere.

As well, will the taunt only be displayed to the player who triggers it?





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Re: game_textand the multimanager
Posted by Wild Card on Fri Sep 19th at 1:57pm 2003


never mind about the last question, I didnt see the "all players" flag in the game_text propreties.  My bad.



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Re: game_textand the multimanager
Posted by Gollum on Fri Sep 19th at 4:36pm 2003


There's no need to make the beam and the buttons invisible and passable.  All you have to do is hide them

Just make a completely separate box somewhere outside the main map, and put your entity setup there.  In fact, it will be a new hull - a totally cut-off little world

So long as there are some entities in a hull, it will not be removed by the compile tools.  The player can never get to it.  But make sure you don't place it "behind" some sky, or it might be seen.

I always use this method when I have some visible or solid entities that I want to hide.  The only disadvantage is that the effect often stops working under a cordon compile, but that hardly matters.





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Re: game_textand the multimanager
Posted by Wild Card on Fri Sep 19th at 6:03pm 2003


Ok, I will do that.  But whats a cordon compile?



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Re: game_textand the multimanager
Posted by Cash Car Star on Fri Sep 19th at 6:38pm 2003


One of the few real neat tools you WC users have that QuArK has no true analog for - it lets you compile only a certain section of your map. Great for testing lighting in a room.

I use huge junk brushes in QuArK to get a similar effect, but it can make CSG chug a bit.





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Re: game_textand the multimanager
Posted by Wild Card on Fri Sep 19th at 6:43pm 2003


where do you guys read about all this stuff?




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