Re: Shooting out lights
Posted by G4MER on
Thu May 5th 2005 at 11:45am
Posted
2005-05-05 11:45am
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
Ok, your running down a hall and you see all the pretty lights on the wall or hanging down. You think its a bit bright and you need to make it a bit darker to get the jump on that guy coming though the door.. so you shoot the light and it goes pop and its darker..
How do I make the lights able to be shot out?
Re: Shooting out lights
Posted by omegaslayer on
Thu May 5th 2005 at 5:06pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
func_breakable (covered in a nodraw texture around the light), then in an output "onbreak" have it turn off a light, then have another output "onbreak" change the skin of the model of the light from light to dark (most light models have a "light on" skin and a "light off" skin) this is speaking of single player no?
As for deathmatch I would have to think a bit about it if you want the process repeatable.
Re: Shooting out lights
Posted by G4MER on
Thu May 5th 2005 at 5:52pm
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
It is for CounterStrike Source. MultiPlayer.. I guess I should of said that before. I rejected your anwser based on the fact that its multiplayer and not single player.
3012 posts
529 snarkmarks
Registered:
Feb 15th 2005
It shouldn't be too hard for CS:Source as it's round based. You
should be able to figure out a way to make it reset every round.
I don't know the specifics though. Someone else needs to jump in
with that info.
Re: Shooting out lights
Posted by Damic on
Thu May 5th 2005 at 6:10pm
113 posts
71 snarkmarks
Registered:
Dec 22nd 2004
Occupation: Machine operator
Location: belgium
Euhm Omegaslayer is right, try it out. Normal if a new round begins, css resets models andso.
If not figure it out!!!
btw if you shoot on a light, DON'T forget sparks :biggrin:
Re: Shooting out lights
Posted by DrGlass on
Thu May 5th 2005 at 9:27pm
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
You'll have 3 things.
prop_static (this will be your model, make sure it has 2 skins on and off)
light_spot
func_breakable made with the nodraw texture.
Set up your prop_static and the light_spot in the area where you want them. Give the prop a name: <span style="color: limegreen;">Light_prop_1 <span style="color: white;">now give the light a name: Light_1
ok, now make a small brush that goes around the light bulb of the prop_static. Make that brush your func_breakable and set it's material type as glass.
Now to set up the output for the func_breakable:
on break ---target--> Light_1 -----> turn off
on break ---target--> Light_prop_1-> skin ---> 1 (or 0 depending on what skin is off and what skin is on)
I'll write up a tutorial about this with pictures and stuff later.
If it dosn't restart when the new round comes along set up a logic_auto that turns on the light and turns on the prop
</span></span>
Re: Shooting out lights
Posted by G4MER on
Fri May 6th 2005 at 3:13am
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
I want to see if I can tie this into a dynamic light as well.. so you would get the hanging light that can get shot out, and move when shot.
Re: Shooting out lights
Posted by G4MER on
Fri May 6th 2005 at 2:17pm
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
OK DrGlass that worked well.. one problem, I dont have a way to name my prop_static, so it wont change models.. What do you suggest?
Oh and what I did also was just made the nodraw func_breakable just along the underside of the prop_static, so that way if you shoot the tin rim area the light swings around, but if you hit the underside where the bulb is it breaks and turns off. Pretty cool really. =)
I also have a standerd still version that is incased in the nodraw that works well too.
As I was saying above, there is no name bar in the prop static. How do I name it otherwise?
Re: Shooting out lights
Posted by G4MER on
Sat May 7th 2005 at 2:09am
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
Can you turn off Smart edit and just add a name field?
I have yet to get the skin to change. =(
Re: Shooting out lights
Posted by DrGlass on
Sat May 7th 2005 at 3:25am
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
no, just change it to a prop_dynamic_override
Re: Shooting out lights
Posted by G4MER on
Sat May 7th 2005 at 4:01am
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
Well when a person asks for help its best to post it with each step.. assume the person has no idea what your talking about, and guide them though the process, like DrGlass did.
Besides I explained why I said yours was wrong already, dont need to be such a snark.
Re: Shooting out lights
Posted by DrGlass on
Sat May 7th 2005 at 5:15am
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
Well omega is right, his post said everything mine did. I just used more color.
I think the single player thing just confused you moneyshot.
Re: Shooting out lights
Posted by G4MER on
Sat May 7th 2005 at 10:44am
Posted
2005-05-07 10:44am
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
I know it did now.. but I am new to this stuff. so I need a little more explaining than some of the rest of the experianced mappers here.
I told him before I marked his wrong because he said at the bottom not sure of this will work multi-player... And since I map for CounterStike:Source, I was not sure it would work based on his message.
I still have not been able to get the dual skin thing to work. I cant seem to figure that out.