pushable

pushable

Re: pushable Posted by $loth on Sun Apr 18th 2004 at 7:32pm
$loth
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Posted 2004-04-18 7:32pm
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Which brush based entity can I use to make a force like on a river??? or could u direct me to the tut cause i couldn't find it.

help apreciated :biggrin:
Re: pushable Posted by ReNo on Sun Apr 18th 2004 at 7:38pm
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Posted 2004-04-18 7:38pm
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Can't remember where there is a tutorial, but the entity you should use a trigger_push I believe...kinda self explanatory I'd have thought :biggrin: It is a brush based entity - you put a brush over the area of effect you want and give it a power. The sorta thing you need to experiment with really.
Re: pushable Posted by fishy on Sun Apr 18th 2004 at 9:40pm
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Posted 2004-04-18 9:40pm
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$loth said:
Which brush based entity can I use to make a force like on a river???
like Reno said, a trigger_push is the entity. but if you plan to use it below the water in a river, then i believe you will be disappointed.

the closest i ever came to making it work underwater was by making lots of layers of thin triggers stacked on top of each other. but doing that was quite buggy too. :sad:
Re: pushable Posted by Gorbachev on Sun Apr 18th 2004 at 11:20pm
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You should be able to overlap the push and water entities just fine...
Re: pushable Posted by omegaslayer on Mon Apr 19th 2004 at 1:17am
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Posted 2004-04-19 1:17am
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easy: func_conveyor, adds a push for you, and you can use the scroll water texture to make it a river.
Re: pushable Posted by Gwil on Mon Apr 19th 2004 at 1:46am
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Posted 2004-04-19 1:46am
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Did they use trigger_push on undertow? (I think it was undertow, with the great huge water complex).

I don't think you can sit "in" a func_conveyor, unless it has some kind of not solid flag...
Re: pushable Posted by wil5on on Mon Apr 19th 2004 at 2:11am
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Posted 2004-04-19 2:11am
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It does.
Re: pushable Posted by Tracer Bullet on Mon Apr 19th 2004 at 2:13am
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Posted 2004-04-19 2:13am
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The conveyor does have a "not solid" flag, but i you check it there is no push either :sad:
Re: pushable Posted by wil5on on Mon Apr 19th 2004 at 4:08am
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Posted 2004-04-19 4:08am
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Try the func_conveyor, make it non-solid so you can go in it. Put a trigger_push in the func_conveyor. I think that would work, try it.
Re: pushable Posted by omegaslayer on Mon Apr 19th 2004 at 5:11am
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Posted 2004-04-19 5:11am
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make it a water texture and it will be water
Re: pushable Posted by Tracer Bullet on Mon Apr 19th 2004 at 8:30am
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Posted 2004-04-19 8:30am
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Not really Omega. it will just look like water. you won't be able to swim in it.
Re: pushable Posted by Tracer Bullet on Mon Apr 19th 2004 at 8:32am
Tracer Bullet
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Posted 2004-04-19 8:32am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I believe Lep's waterfall tutorial covers all of this.

Waterfalls
Re: pushable Posted by Orpheus on Mon Apr 19th 2004 at 9:26am
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Posted 2004-04-19 9:26am
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another person whom failed to search perhaps????
Re: pushable Posted by omegaslayer on Mon Apr 19th 2004 at 7:59pm
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Posted 2004-04-19 7:59pm
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Tracer Bullet said:
Not really Omega. it will just look like water. you won't be able to swim in it.
i thought that was the case for all entity brushes, well I was wrong.
Re: pushable Posted by Captain P on Tue Apr 20th 2004 at 6:13pm
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To be able to swim in there, I also add a func_illusionary with Contents: Volumetric Light. This acts as water in that way that a player can swim in it.

To set the fade color and intensity, you'll need to apply a texture to this func_illusionary. The color was defined by the 3rd color of that texture (If I don't mistake myself), and the brightness of the fade is set by the red value of the 4th color. The func_illusionary can be set to Render FX: Texture and Render amount: 0 to make it invisible, so it doesn't add to your w_poly's.

The reason that I don't use a func_water, is that it adds a lot to your r_speeds, and I find it rather unrealistic water. With 2 func_conveyors I can make much better-looking water...