Posted by Gollum on Fri Sep 19th at 1:41pm 2003
Gollum
member
1268 posts
207 snarkmarks
Registered: Oct 26th 2001
Location: Oxford, England

Occupation: Student
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?
Wild Card
member
2321 posts
339 snarkmarks
Registered: May 20th 2002
Location: Ontario, Canada

Occupation: IT Consultant
Posted by Wild Card on Fri Sep 19th at 1:57pm 2003
Wild Card
member
2321 posts
339 snarkmarks
Registered: May 20th 2002
Location: Ontario, Canada

Occupation: IT Consultant
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.
Gollum
member
1268 posts
207 snarkmarks
Registered: Oct 26th 2001
Location: Oxford, England

Occupation: Student
Posted by Wild Card on Fri Sep 19th at 6:03pm 2003
Wild Card
member
2321 posts
339 snarkmarks
Registered: May 20th 2002
Location: Ontario, Canada

Occupation: IT Consultant
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.
Cash Car Star
member
1260 posts
301 snarkmarks
Registered: Apr 7th 2002
Location: Connecticut (sigh)
Occupation: post-student
Posted by Wild Card on Fri Sep 19th at 6:43pm 2003
Wild Card
member
2321 posts
339 snarkmarks
Registered: May 20th 2002
Location: Ontario, Canada

Occupation: IT Consultant
Snarkpit v6.1.0 created this page in 0.011 seconds.

