ENV_LASERS

ENV_LASERS

Re: ENV_LASERS Posted by Optional on Mon Sep 22nd 2003 at 10:46pm
Optional
29 posts
Posted 2003-09-22 10:46pm
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
Okay, I am trying add lightning using ENV_LASER, LIGHT, and AMBIENT_GENERIC. I am using a multi_manager. It all works except for the ENV_LASER entities. It takes about 10 seconds for the laser to hit the ground. I am not sure how to make it instant. Help?

 

Thanks,

Optional

 

PS: Thanks to Leper for solving that posting problem :razz:
Re: ENV_LASERS Posted by Tracer Bullet on Mon Sep 22nd 2003 at 10:52pm
Tracer Bullet
2271 posts
Posted 2003-09-22 10:52pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I'm really not sure what you are asking... try rephraseing.

you can't use lasers for lighting. they are just sprites, no light is emitted.
Re: ENV_LASERS Posted by Optional on Mon Sep 22nd 2003 at 11:04pm
Optional
29 posts
Posted 2003-09-22 11:04pm
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
How can I speed of the ENV_LASER?
Re: ENV_LASERS Posted by Wild Card on Mon Sep 22nd 2003 at 11:14pm
Wild Card
2321 posts
Posted 2003-09-22 11:14pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
use the env_beam instead.

put the env_beam where you want to lighting to start, and put an info_target where you want the lighting to strike.

In the env_beam propreties, give it a name.  Then put the env_beam name in the "starting entity" box and the info_target name in the "ed entity" box.  Mess around with the color, sprite, etc.

For added effects, and because I'm sinical, add in a trigger_hurt brush where the lighting strikes with a damage off 99, a duration of 1 second, and a damage type of electric

hehehehehe
Re: ENV_LASERS Posted by Optional on Mon Sep 22nd 2003 at 11:33pm
Optional
29 posts
Posted 2003-09-22 11:33pm
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
Heh, thanks a lot :biggrin:

 

PS:  The power of accurate observation is commonly called cynicism by those who have not got it. I love cynicism. :biggrin:
Re: ENV_LASERS Posted by Optional on Mon Sep 22nd 2003 at 11:49pm
Optional
29 posts
Posted 2003-09-22 11:49pm
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
Checking the "Multithreaded" flag in the Multi_Managers make it loop its commands, correct? If not, how do I make it loop? Use two Managers and activate each after one cycle?
Re: ENV_LASERS Posted by Wild Card on Mon Sep 22nd 2003 at 11:49pm
Wild Card
2321 posts
Posted 2003-09-22 11:49pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
glad to have helped. :smile:
Re: ENV_LASERS Posted by Wild Card on Tue Sep 23rd 2003 at 12:52am
Wild Card
2321 posts
Posted 2003-09-23 12:52am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I've never looped an mm before but I would imagine if the last entry you put is the mm's name it should loop itself.
Re: ENV_LASERS Posted by Optional on Tue Sep 23rd 2003 at 1:09am
Optional
29 posts
Posted 2003-09-23 1:09am
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
I tried. The MM's name is the target that must first happen. Won't work.
Re: ENV_LASERS Posted by Hornpipe2 on Tue Sep 23rd 2003 at 2:20am
Hornpipe2
636 posts
Posted 2003-09-23 2:20am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Try using two, and have them call one another.  I was under the impression that the multithreaded flag made a multimanager's actions "player specific" rather than "map specific".  I.e. your multimanager would call some env_message at the same time for all players when it goes off if it were not multithreaded, but if it WAS multithreaded it would go off individually for each player dependent  on when the player triggered it.  I should learn more about these entities and put up a tutorial on how to use them, it's really not as complex as most people think.
Re: ENV_LASERS Posted by Orpheus on Tue Sep 23rd 2003 at 2:27am
Orpheus
13860 posts
Posted 2003-09-23 2:27am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
*as snarkpits least successful MM user stands up, the crowd hushes in expectation of his reply*

gollum made me a prefab to loop my music in Double_Trouble, and he succeed in making one MM target itself and it worked..

i dunno if thats of any relevance, but there you are :smile:

*crowd snickers*
Re: ENV_LASERS Posted by Cash Car Star on Tue Sep 23rd 2003 at 3:27am
Cash Car Star
1260 posts
Posted 2003-09-23 3:27am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Multithreaded means that if it's already targeted and running, it can be targeted and run again. The reason this is required for a MM targeting itself is that there are two seperate MMs that need to be running simultaneously for it to target itself. It does not necessarily make all things player specific, although it can be used to create many player specfic responses concurrently.
Re: ENV_LASERS Posted by Rumple on Tue Sep 23rd 2003 at 6:44am
Rumple
518 posts
Posted 2003-09-23 6:44am
Rumple
member
518 posts 72 snarkmarks Registered: Aug 22nd 2001 Occupation: Web Dev Location: NSW, Australia
/me snickers :razz:
Re: ENV_LASERS Posted by Wild Card on Tue Sep 23rd 2003 at 11:10am
Wild Card
2321 posts
Posted 2003-09-23 11:10am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Orpheus said:
*as snarkpits least successful MM user stands up, the crowd hushes in expectation of his reply*
got that right :razz:
Re: ENV_LASERS Posted by Optional on Tue Sep 23rd 2003 at 8:45pm
Optional
29 posts
Posted 2003-09-23 8:45pm
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
Orpheus said:
*as snarkpits least successful MM user stands up, the crowd hushes in expectation of his reply*

gollum made me a prefab to loop my music in Double_Trouble, and he succeed in making one MM target itself and it worked..

i dunno if thats of any relevance, but there you are :smile:

*crowd snickers*
I'll have your children if you send me that prefab!
Re: ENV_LASERS Posted by Gollum on Tue Sep 23rd 2003 at 8:47pm
Gollum
1268 posts
Posted 2003-09-23 8:47pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Ahem

I think perhaps I should upload that prefab again....I'll PM you Optional if I do.
Re: ENV_LASERS Posted by Optional on Wed Sep 24th 2003 at 9:50pm
Optional
29 posts
Posted 2003-09-24 9:50pm
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
Yay, thanks a lot.
Re: ENV_LASERS Posted by Orpheus on Wed Sep 24th 2003 at 10:08pm
Orpheus
13860 posts
Posted 2003-09-24 10:08pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Optional said:
Orpheus said:
*as snarkpits least successful MM user stands up, the crowd hushes in expectation of his reply*

gollum made me a prefab to loop my music in Double_Trouble, and he succeed in making one MM target itself and it worked..

i dunno if thats of any relevance, but there you are :smile:

*crowd snickers*
I'll have your children if you send me that prefab!
not to be picky, but do you have the equipment to fulfill your end of this bargain?

since gollum made it for me, i feel he has firsties, but i sure have time to wait my turn.. :biggrin:
Re: ENV_LASERS Posted by Gollum on Wed Sep 24th 2003 at 10:15pm
Gollum
1268 posts
Posted 2003-09-24 10:15pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Oh if you have the original prefab Orph, go ahead and post it :smile:

I've lost the original; here is a new one that should work.  I haven't tested it (which is usually bad)....maybe my boulder is making me c**ky :heee:

Let me know if it works.

Prefab RMF
Re: ENV_LASERS Posted by Orpheus on Wed Sep 24th 2003 at 10:20pm
Orpheus
13860 posts
Posted 2003-09-24 10:20pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Gollum said:
Oh if you have the original prefab Orph, go ahead and post it :smile:

I've lost the original; here is a new one that should work.  I haven't tested it (which is usually bad)....maybe my boulder is making me c**ky :heee:

Let me know if it works.

Prefab RMF
it would take me a bit to get to it.. yeah i have it someplace, but i am in the middle of a massive upload and my main pc is tied up doing that, let us know if the new file works or not.. i can always rip the prefab from the D_T map :smile:
Re: ENV_LASERS Posted by Gollum on Wed Sep 24th 2003 at 10:27pm
Gollum
1268 posts
Posted 2003-09-24 10:27pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
If it doesn't work then it'll just be a stupid mistake that can be fixed in a minute.  Looping MM setups are a breeze once you've done enough of them......the water ripples alone on my boulder took over 20 entities.

That used env_lasers and a looping multi_manager too actually.  It thought it would be impossible until the env_laser entity came to mind - a very versatile entity :smile:
Re: ENV_LASERS Posted by Optional on Wed Sep 24th 2003 at 10:38pm
Optional
29 posts
Posted 2003-09-24 10:38pm
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
But, I am using the ENV_BEAM ent. now! It should still work though, right?
Re: ENV_LASERS Posted by Gollum on Wed Sep 24th 2003 at 10:41pm
Gollum
1268 posts
Posted 2003-09-24 10:41pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Oh yes - the prefab is just a looping trigger for any entity at all.  You just need to follow the instructions to adapt it for your map.
Re: ENV_LASERS Posted by Optional on Wed Sep 24th 2003 at 10:49pm
Optional
29 posts
Posted 2003-09-24 10:49pm
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
Oh and, if the target is mm_loop, how will I start it? I started it before when the player joined the game.
Re: ENV_LASERS Posted by Orpheus on Wed Sep 24th 2003 at 10:56pm
Orpheus
13860 posts
Posted 2003-09-24 10:56pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Optional said:
Oh and, if the target is mm_loop, how will I start it? I started it before when the player joined the game.
my version, it loaded with the map, the song began moments after you joined..

 
Re: ENV_LASERS Posted by Wild Card on Wed Sep 24th 2003 at 11:17pm
Wild Card
2321 posts
Posted 2003-09-24 11:17pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
trigger_auto with a delay of 0.5
Re: ENV_LASERS Posted by Optional on Thu Sep 25th 2003 at 12:58am
Optional
29 posts
Posted 2003-09-25 12:58am
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
Oh, okay cool. Thanks! Compiles
Re: ENV_LASERS Posted by Optional on Thu Sep 25th 2003 at 1:41am
Optional
29 posts
Posted 2003-09-25 1:41am
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
Aw crap, the ENV_SHAKE isn't working. I set it up with a MM as well.Gr, here is my settings:

Name: shakeit

Amp: 4

Radius: 500

Duration: 2

Freq: 250

 

Checked Flags:

Globalshake

 

Er, I was never the one for entities ><

 

And the MM loop worked perfectly, thanks man!

 
Re: ENV_LASERS Posted by Wild Card on Thu Sep 25th 2003 at 1:49am
Wild Card
2321 posts
Posted 2003-09-25 1:49am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I've never used the env_shake entity but I would think that maybe it doesnt work because you have a radius value and the globalshake flag checked...  just a though.  As well, perhaps your trigger inst working either?
Re: ENV_LASERS Posted by Optional on Thu Sep 25th 2003 at 2:01am
Optional
29 posts
Posted 2003-09-25 2:01am
Optional
member
29 posts 3 snarkmarks Registered: Sep 3rd 2003
I am 100% sure my trigger is working fine. I'll let this post go over night before checking to see if it is the whole radious thing. I got ta' go! Bye! :razz: