Re: ENV_LASERS
Posted by Optional on
Mon Sep 22nd 2003 at 10:46pm
Posted
2003-09-22 10:46pm
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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
Posted
2003-09-22 10:52pm
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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
Posted
2003-09-22 11:04pm
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How can I speed of the ENV_LASER?
Re: ENV_LASERS
Posted by Wild Card on
Mon Sep 22nd 2003 at 11:14pm
Posted
2003-09-22 11:14pm
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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
Posted
2003-09-22 11:33pm
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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
Posted
2003-09-22 11:49pm
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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
Posted
2003-09-22 11:49pm
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glad to have helped. :smile:
Re: ENV_LASERS
Posted by Wild Card on
Tue Sep 23rd 2003 at 12:52am
Posted
2003-09-23 12:52am
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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
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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
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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
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*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
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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 Gollum on
Tue Sep 23rd 2003 at 8:47pm
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Ahem
I think perhaps I should upload that prefab again....I'll PM you Optional if I do.
Re: ENV_LASERS
Posted by Gollum on
Wed Sep 24th 2003 at 10:27pm
Posted
2003-09-24 10:27pm
Gollum
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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
Posted
2003-09-24 10:38pm
29 posts
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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
Posted
2003-09-24 10:41pm
Gollum
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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
Posted
2003-09-24 10:49pm
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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 Wild Card on
Wed Sep 24th 2003 at 11:17pm
Posted
2003-09-24 11:17pm
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trigger_auto with a delay of 0.5
Re: ENV_LASERS
Posted by Optional on
Thu Sep 25th 2003 at 12:58am
Posted
2003-09-25 12:58am
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Sep 3rd 2003
Oh, okay cool. Thanks! Compiles
Re: ENV_LASERS
Posted by Optional on
Thu Sep 25th 2003 at 1:41am
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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
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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
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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: