button and portal
Quote from penapappa on July 23, 2008, 1:59 amhey guys I started to make map and I have read all the tutorials, and they help me a lot, but I can't find how to make button that opens portal when stand on it or with cube, so how that can be done?
hey guys I started to make map and I have read all the tutorials, and they help me a lot, but I can't find how to make button that opens portal when stand on it or with cube, so how that can be done?
Quote from Farragar on July 23, 2008, 5:17 amThere's really no point in us telling you how to do everything; you'll never understand the editor.
This is really a very simple concept, if you just learn how a button fires an output, and how to use the I/O system then there's really no need to ask.
There's really no point in us telling you how to do everything; you'll never understand the editor.
This is really a very simple concept, if you just learn how a button fires an output, and how to use the I/O system then there's really no need to ask.
Quote from penapappa on July 23, 2008, 6:40 amIs it big deal to you to tell me how can I do that? I have tried many output settings example: name: on open, target: autoportal, via this input: set stage active etc., but I can't get it work no matter what I do.
And Farragar, u know what? "the one asking does not go astray from the road"
I can't understand why you pro's can't help beginner with mapping?
I understand that you mean "by experimenting, one learns", right? But I tried all thinks that I know and thinks that I don't know and even more .
I think it's better that I give up with mapping...
Is it big deal to you to tell me how can I do that? I have tried many output settings example: name: on open, target: autoportal, via this input: set stage active etc., but I can't get it work no matter what I do.
And Farragar, u know what? "the one asking does not go astray from the road"
I can't understand why you pro's can't help beginner with mapping?
I understand that you mean "by experimenting, one learns", right? But I tried all thinks that I know and thinks that I don't know and even more .
I think it's better that I give up with mapping...
Quote from Farragar on July 23, 2008, 6:57 amYes, you're right in that
Quote:the one asking does not go astray from the roadBut there's a difference between asking a few pointers; to use your own metaphor, a question or two is fine, but a constant barrage 'pisses off the seasoned hiker.'
The I/O system is fairly simple. when you want to add an output from your 'trigger_multiple' You have:
'My Output named:' This is the action that will fire the output. For example, OnStartTouch
'Target entities named:' This is the name of the entity/brush/particle effect/whatever that the output will effect. So, if you named your portal 'room1_blue_portal' then that's what you would stick in here.'Via this Input:' This is what's going to happen to your target entity. In your case: 'SetActivatedState'. For a func_door you might have 'open'
'With a parameter override of:' This depends on the target entity, for most entities it won't be needed. In your case, it represents a Boolean (0=false 1=true) value for the state of the portal. Therefore, 1 is an open portal, 0 is no portal.
For other entities like an env_texturetoggle it can change the texture applied to a brush, or with a math_counter it can change the value stored in the counter.'After a Delay in Seconds of:' Self explanatory; this will delay the output by x seconds after the trigger is fired.
Yes, you're right in that
But there's a difference between asking a few pointers; to use your own metaphor, a question or two is fine, but a constant barrage 'pisses off the seasoned hiker.'
The I/O system is fairly simple. when you want to add an output from your 'trigger_multiple' You have:
'My Output named:' This is the action that will fire the output. For example, OnStartTouch
'Target entities named:' This is the name of the entity/brush/particle effect/whatever that the output will effect. So, if you named your portal 'room1_blue_portal' then that's what you would stick in here.
'Via this Input:' This is what's going to happen to your target entity. In your case: 'SetActivatedState'. For a func_door you might have 'open'
'With a parameter override of:' This depends on the target entity, for most entities it won't be needed. In your case, it represents a Boolean (0=false 1=true) value for the state of the portal. Therefore, 1 is an open portal, 0 is no portal.
For other entities like an env_texturetoggle it can change the texture applied to a brush, or with a math_counter it can change the value stored in the counter.
'After a Delay in Seconds of:' Self explanatory; this will delay the output by x seconds after the trigger is fired.
Quote from penapappa on July 23, 2008, 8:13 amI know all that, but the point is, I can't get it work even I made the I/O system looks same as your example. But thanks that you tried help me
edit: Oh I get it to work now
I know all that, but the point is, I can't get it work even I made the I/O system looks same as your example. But thanks that you tried help me
edit: Oh I get it to work now
Quote from Remmiz on July 23, 2008, 12:38 pmProtip: The only things you should be typing into any of the fields is something that starts with an ! or in the delay/parameter field. Everything else has drop-downs which prevent typos or just general not knowing.
Protip: The only things you should be typing into any of the fields is something that starts with an ! or in the delay/parameter field. Everything else has drop-downs which prevent typos or just general not knowing.
Quote from bizob on July 23, 2008, 11:35 pmIn the trigger for the button use the following outputs:
replace "prop_portal" with the actual name of your prop_portal.To Open:
OnStartTouch -> prop_portal -> SetActivatedState -> 1 (put this in the parameter section)To Close:
OnStartTouch -> prop_portal -> SetActivatedState -> 0 (again in the parameter section)
In the trigger for the button use the following outputs:
replace "prop_portal" with the actual name of your prop_portal.
To Open:
OnStartTouch -> prop_portal -> SetActivatedState -> 1 (put this in the parameter section)
To Close:
OnStartTouch -> prop_portal -> SetActivatedState -> 0 (again in the parameter section)
Quote from penapappa on July 24, 2008, 1:33 amYeah I know that now I have my first maps first room nearly finished. I only have to somehow fix one button that make bad drone when I jump to it, and make switch to destroy old cube and and give new cube from dropper. And of course lighting. Then it's ready. My first map
Yeah I know that now I have my first maps first room nearly finished. I only have to somehow fix one button that make bad drone when I jump to it, and make switch to destroy old cube and and give new cube from dropper. And of course lighting. Then it's ready. My first map