firing sprite

firing sprite

Re: firing sprite Posted by PsYcHoKiLLa on Tue Apr 10th 2007 at 3:19pm
PsYcHoKiLLa
2 posts
Posted 2007-04-10 3:19pm
2 posts 0 snarkmarks Registered: Mar 13th 2007 Occupation: Software Tester Location: Scotland
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 :

User posted image

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 :

User posted image

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).
Re: firing sprite Posted by Stadric on Tue Apr 10th 2007 at 10:22pm
Stadric
848 posts
Posted 2007-04-10 10:22pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
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
Re: firing sprite Posted by PsYcHoKiLLa on Tue Apr 10th 2007 at 11:38pm
PsYcHoKiLLa
2 posts
Posted 2007-04-10 11:38pm
2 posts 0 snarkmarks Registered: Mar 13th 2007 Occupation: Software Tester Location: Scotland
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?
Re: firing sprite Posted by Riven on Wed Apr 11th 2007 at 7:06am
Riven
1640 posts
Posted 2007-04-11 7:06am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
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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