[article] Input/Output tabs
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Re: [article] Input/Output tabs
Posted by Naklajat on Fri Nov 26th at 11:21am 2004



This is a discussion topic for the article "Input/Output tabs" by Naklajat which can be found here

Article description:

little how-to on the new way to link entities






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Re: [article] Input/Output tabs
Posted by Naklajat on Fri Nov 26th at 11:34am 2004


Yeah, i thought that looked a bit off... points for consistancy? anyway, fixed!

i know this tutorial isnt the most in depth, and the topic it covers is mostly self-explanatory, but i said i would write it, and there are many people who dont have HL2 yet who would like to know this info. plus, now that its done nobody else here has to do it. smiley




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Re: [article] Input/Output tabs
Posted by Mr_noob on Mon Jan 17th at 4:04pm 2005


The I/O is is really big improvement over the 'Target' in half-life 1



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Re: [article] Input/Output tabs
Posted by Grash on Fri Jan 21st at 5:24pm 2005


The old "Target" hasn't changed. It's still in use through Quake 3 (and it varients - Fakk, CoD, ect) and into Doom 3 as well. This tutorial was great to get me going.



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Re: [article] Input/Output tabs
Posted by iceman on Sun Feb 20th at 2:45am 2005


Just one question if you unclick smart edit and then add a value is there any way or any thing that value can do?



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Re: [article] Input/Output tabs
Posted by Beetle on Mon Dec 11th at 10:46pm 2006


Iceman:

using the multimanager is a good example of what values can do. If you add a value to the same name as a triggerable (func_button for example) then when the multimanager is activated it waits as many seconds as the value and then activates it, and if you add another value linked to the same button it will wait that many seconds to trigger it again. I'm not good with words, hope I didn't confuse you more. smiley





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