Re: multimanager help
Posted by Fredulom on
Fri Mar 12th 2004 at 9:49pm
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heya you guys, i was wondering whether you could halp me on something.
i'm trying to create a part of a single player level where as you are crawling through a duct and env_shakes go off from time to time and then it eventually fades where it loads to another level. i want the env_shakes to trigger when the player walks along it, not on a delay(same for the env_fade). now i'm still pretty much a newbie when it comes to using these sorts of entities. do i need to use a multimanager or can i use one of the triggers to activate the shakes and the fade? and how do i make it switch level, as the level i want it to switch to is on another file.
(Lep's note to future generations: it's spelt multi_manager, so go away and search for that instead!)
Re: multimanager help
Posted by Fredulom on
Fri Mar 12th 2004 at 10:05pm
Posted
2004-03-12 10:05pm
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i'd like it triggered when he walks over a certain point. thanks so much crono, your a life saver :biggrin:
Edit:-
So how would you go about refraining the movement? and would you need a trigger to set off the multimanager fading the screen and loading the next level?
Re: multimanager help
Posted by Fredulom on
Fri Mar 12th 2004 at 11:00pm
Posted
2004-03-12 11:00pm
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i have the trigger_once set to the env_shakes but now i have to sort out the fade and trigger_changelevel. thanks wildcard for the help.
i just need to put a sound to the shakes and stuff. which sounds should i use and are there any that would fit with them that come with the half life program?
Re: multimanager help
Posted by omegaslayer on
Fri Mar 12th 2004 at 11:32pm
Posted
2004-03-12 11:32pm
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Get pac scape and open the .pak file in halflife\valve, from there you can look and see what sound files there are to work with.
Re: multimanager help
Posted by Fredulom on
Sat Mar 13th 2004 at 10:28am
Posted
2004-03-13 10:28am
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Right, i've got that down, so how do i restrain movement and get it to change the level? i know about the entity used for the level change (thats trigger_changelevel) but what about the other one?
Re: multimanager help
Posted by Orpheus on
Sat Mar 13th 2004 at 1:38pm
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me being the multimanager whiz that i am, i am so pleased you solved this while i was away, it allows others to reap the rewards, they so deserve..
Re: multimanager help
Posted by Fredulom on
Tue Mar 16th 2004 at 5:10pm
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inside jokes, eh? i have some of them. i wish i could go inside me and find them., Oh! I think one of them is passing thorugh my intestinal tract. care to hear it? :biggrin:
Re: multimanager help
Posted by Crono on
Wed Mar 17th 2004 at 8:38am
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For restraining the player you could have a trigger the player walks through trigger a teleport of a clip brush 'room' that fits around the player and gets teleported right on top of them the very second they touch the trigger. Then fade out and change levels. If you do it right they wont be able to move at all and they wont see a thing. :smile:
Re: multimanager help
Posted by JFry on
Wed Mar 17th 2004 at 8:31pm
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Something that might be a bit easier for restraining the player would be to trigger a camera with the "Freeze Player" flag checked for the appropriate time. Of course this may or may not work depending on how early you start your fade.
As a side note it seems like the freeze player flag only prevents movement of the player and not the direction of the view. For example if you move your mouse around during a cutscene the player may be looking off in the totally wrong direction when he returns to 1st person. Anyone know how to correct this?