Re: teleport delay text fade
Posted by Dark Tree on
Tue May 25th 2004 at 9:46am
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Location: USA
OK. I have a few problems.
1. how do I delay my trigger_teleport. In my trigger_teleports object properties, I have a value of '5' for the 'Delay before trigger' attribute. Now, when I step on this trigger brush, it instantaneosly sends me to my info_teleport_destination. I don't want this, as I also want to trigger two env_fade's (a fade in and a fade out). So I have two flat trigger brushes on top of each other. One is triggering my supposedly "delayed" teleporter, the other is triggering a multimanager for sounds/fades/game_texts. This leads me to my next question.
2. When I move the trigger_teleport away so that I can test my trigger_multiple, it triggers first a fade out (to white), then it triggers two different texts (which are colored as to see them on the white background) (on different channels), than then a fade back to normal...the problem is...I cannot see my text while it fades, because apparently my fades cover over even my text!. Is there a way to display text over fade? I thought of a workaround already, but this is only if I can get my teleport to be delayed for a few seconds after I trigger it...and that is, when the screen goes completely white, to be teleported to a completely white room that is just a small square...so it will look like I am holding a fade, when it is really just a white room...and here I can display my black text....also, in this room could be another trigger_teleport that would be delayed and fade me back into ITS destination...but I need to be able to do one or the other...delayed teleportation....or text over fade.....basically, I NEED to have the delayed teleportation.
3. here is my ultimate goal: I need the player to walk over an invisibe trigger (or triggers) that (in this order):
a. plays a 3 second wav (should be easy)
b. fades to white (as the wav plays)
c. displays a couple of lines of text in while the screen is going white/completley white
d. teleport to my destination while the screen is completely white
e. fade back to normal in my new location (where I teleported to)
I have searched the forums on this topic(s) and found nothing of help, so sorry if this is a repeated post
Re: teleport delay text fade
Posted by scary_jeff on
Tue May 25th 2004 at 5:24pm
1614 posts
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Registered:
Aug 22nd 2001
Err... what's wrong with using the target entity field thingy on the trigger_teleport?
Re: teleport delay text fade
Posted by fishy on
Tue May 25th 2004 at 9:56pm
fishy
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Sep 7th 2003
Location: glasgow
another option that could help to delay a tele could be to recess the tele brush in the floor, covered with a func_door that moves down and exposes the tele brush. with the door speed set to 0.5, and the tele brush just a few units below the top of the door, the movement shouldn't be too noticable.
the 'Delay Before Fire' option working correctly [edit]had that been what its for[/edit]might be more desirable though.
Re: teleport delay text fade
Posted by scary_jeff on
Fri May 28th 2004 at 8:43am
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Registered:
Aug 22nd 2001
Can these be marked correct by a moderator or something?
Re: teleport delay text fade
Posted by Leperous on
Fri May 28th 2004 at 10:11am
Posted
2004-05-28 10:11am
Leperous
Creator of SnarkPit!
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Aug 21st 2001
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Location: UK
Buuuut I have to read it.. moans and collapses on floor, cries :biggrin: