firing sprite
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Re: firing sprite
Posted by PsYcHoKiLLa on Tue Apr 10th at 3:19pm 2007


Hi, I'm making an HL2DM map, I've got a pretty good grounding in mapmaking but have'nt used sprites before, What I want to do is have teleports on my map with fx, I've managed to get all the teleports working fine and have managed to get a sound triggered when people walk through them (one for each teleport) but I can't work out how to make an effect when the person appears in the new location. Here's what I tried for the properties :

But it does'nt seem to show up, what setting should I be using? The sprite I'm trying to use is "sprites/ar2_muzzle4b" at a scale of 3, as shown below :

Please help or suggest another sprite with settings which would make a better effect

(I've stuck an env_spark in there in the meantime so at least something shows up when people teleport....btw it's a killbox map so proceed with the stoning...but they do seem to be very popular).





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Re: firing sprite
Posted by Stadric on Tue Apr 10th at 10:22pm 2007


? quote:

t's a killbox map so proceed with the stoning...but they do seem to be very popular

That simple fact is the bane of the mapping communities existence.

Anyway, onto the problem at hand.
In the sprite's flags, use the "start on" flag to have it on at the beginning, and use the toggle input to turn it on or off.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: firing sprite
Posted by PsYcHoKiLLa on Tue Apr 10th at 11:38pm 2007


Well, because it's supposed to be an effect that shows up when a player appears again from a teleport should it really "start on" ?

To turn it on and then off I presume I would just use the same output twice and then toggle twice with a larger delay the 2nd time?





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Re: firing sprite
Posted by Riven on Wed Apr 11th at 7:06am 2007


Yes, what I would do is check the "start on" check box, and then, through a logic_auto's output value of "OnMapSpawn," set its "target Entity" to the sprite and its "Target Input" to "hide sprite". And then when it's ready, you simply have another entity "show sprite" and turn it off again with the "hide sprite" input.

Some other parameters I think you should make sure are set right for sprites:

In the sprite's key values make sure:

-Under "Render Mode" set it to "World Space Glow"

-Under "Sprite Name" make sure after the name of the sprite you have the extension: ".spr" (without the quotes of course). Example: sprites/ar2_muzzle4b.spr

I believe that if you do all this, it should work.

Note: the only sprites I know of that won't work for this would be any sprites that have the tag: _noz in their file name.








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