Myself and a friend are working on the remake of cs_sniperwar. Now we
have everything finished, even the cameras and monitors, but when we
test the map, the Terrorist side monitor is viewing the terrorist base
from the inside. So instead of watching the enemy, they are watching
themselves. The CT monitor however seems to be working fine. If anybody
could help me id really appreciate it. And if you want the editable
version of the map just give me contact info and ill send it to you,
thanks.
1
Re: CSS monitor/camera problem
Posted by brett5010 on Fri Jan 14th at 3:44am 2005
Posted by brett5010 on Fri Jan 14th at 3:44am 2005
brett5010
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Occupation: Student
Re: CSS monitor/camera problem
Posted by WatchDog on Fri Jan 14th at 3:58am 2005
Posted by WatchDog on Fri Jan 14th at 3:58am 2005
I dont belive you can have 2 cameras. You can only have one point
of view shown and it has to be on all the screens. Perhaps move the
camera into the middels wiht a birds eyes view to keep things even
Re: CSS monitor/camera problem
Posted by Zeon on Fri Jan 14th at 6:01am 2005
Posted by Zeon on Fri Jan 14th at 6:01am 2005
Not sure about this one, but could you possibly make two cameras and then have them send what they see to the monitor at different times? So the CT camera shows up on the monitor for like 10 seconds, then it disables and the Terrorist camera Enables, sending it's stuff to the monitor. So basically just cycle which camera is on and off. It's not what you want, but it's a potential work-around, and it would also allow it so that people won't just sit there and stare at the monitor telling team mates where the other team is...it would give a "blackout" time for people to move.
Re: CSS monitor/camera problem
Posted by brett5010 on Fri Jan 14th at 6:45am 2005
Posted by brett5010 on Fri Jan 14th at 6:45am 2005
how^
brett5010
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Location: Australia
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Location: Australia

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Re: CSS monitor/camera problem
Posted by Zeon on Fri Jan 14th at 11:59am 2005
Posted by Zeon on Fri Jan 14th at 11:59am 2005
Either hardcode the timings into each point_camera to SetOn/SetOff at each interval, or just logic_relay a SetOnAndTurnOthersOff to fire for each respective camera as time progresses. Nifty how they have all those inputs for times just like these, eh? 
Re: CSS monitor/camera problem
Posted by Rof on Fri Jan 14th at 4:26pm 2005
Posted by Rof on Fri Jan 14th at 4:26pm 2005
The problem with switching-off a monitor is, no matter what entity
settings the func_monitor has, if there's an active camera on the level
any brush with one of the monitor textures (i.e. a material using
_rt_Camera) gets the camera picture rendered to it.
Perhaps using env_texturetoggle or toggling between two func_brushes (only one having the monitor texture) would work, though.
Alternately, you could use HL1 style cameras (like they had in cs_assault) for one team, which I believe still work.
Perhaps using env_texturetoggle or toggling between two func_brushes (only one having the monitor texture) would work, though.
Alternately, you could use HL1 style cameras (like they had in cs_assault) for one team, which I believe still work.
Re: CSS monitor/camera problem
Posted by uberDingo on Fri Jan 14th at 7:10pm 2005
Posted by uberDingo on Fri Jan 14th at 7:10pm 2005
I was trying to do the same thing awhile back, I wanted to set up a control room with 3 monitors in it ... It looks like it CAN be done but was beyond my will at the time.
This link seems to explain it.
http://www.hl2world.com/wiki/index.php/Unlimited_Render_Targets_for_Cameras
It look likes you open up some dlls and edit the code in there. Can anyone dumb this tutorial down a bit?
Re: CSS monitor/camera problem
Posted by omegaslayer on Fri Jan 14th at 8:08pm 2005

omegaslayer
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Posted by omegaslayer on Fri Jan 14th at 8:08pm 2005
In multiplayer only one camera can exist. The first camera made in Hammer will be diplayed everywhere, same goes for HL2 DM. ALSO only 1 monitor will display everything in real time, the other monitors will change (when I cant figure out) what the camera sees in still frames, but not show it in real time.
[addsig]
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