Cake & Radio
Quote from Aru493 on August 5, 2008, 1:34 pmIs there any way to get a radio in the level to turn on? I've tried a prop_dynamic with the world model of the radio (forgot the actual directory name; I just filtered for radio), but I can't pick it up or get it to turn on.
Also, I have a cake set on a table as a reward for reaching the end of one of my maps, but can it be picked up? I've tried both prop_dynamic and prop_physics, and neither one cooperates.
Any advice on what to do? Thanks.
BTW, the wiki doesn't really have anything on cakes or radios.
Is there any way to get a radio in the level to turn on? I've tried a prop_dynamic with the world model of the radio (forgot the actual directory name; I just filtered for radio), but I can't pick it up or get it to turn on.
Also, I have a cake set on a table as a reward for reaching the end of one of my maps, but can it be picked up? I've tried both prop_dynamic and prop_physics, and neither one cooperates.
Any advice on what to do? Thanks.
BTW, the wiki doesn't really have anything on cakes or radios.
Quote from Vagrantone0 on August 5, 2008, 2:25 pmIn order to pick up an item, it needs to be a prop_physics.
The radio music would be an ambient_generic placed near the radio that would be played when a trigger is activated.
You could have the radio be a prop_static, with a trigger_multiple brush around it. When the player uses the radio the trigger would activate the music.
But the radio would have to be static.
I'm not sure how you could have the radio be a physics object and still have it turn on.
Perhaps if the trigger_multiple had the radio as its parent? Not sure, just speculating with and intermediate knowledge.
In order to pick up an item, it needs to be a prop_physics.
The radio music would be an ambient_generic placed near the radio that would be played when a trigger is activated.
You could have the radio be a prop_static, with a trigger_multiple brush around it. When the player uses the radio the trigger would activate the music.
But the radio would have to be static.
I'm not sure how you could have the radio be a physics object and still have it turn on.
Perhaps if the trigger_multiple had the radio as its parent? Not sure, just speculating with and intermediate knowledge.
Quote from Remmiz on August 5, 2008, 2:28 pmMake the radio a prop_dynamic and tie it to a func_physbox (approximately the same size as the radio and right on top of it) textured with invisible. Then just put an output from the func_physbox for it to trigger the ambient_generic on.
Make the radio a prop_dynamic and tie it to a func_physbox (approximately the same size as the radio and right on top of it) textured with invisible. Then just put an output from the func_physbox for it to trigger the ambient_generic on.
Quote from Aldéz on August 5, 2008, 3:39 pmOr you could do as Valve did and only use a prop_physics_override and name it. In the properties of the ambient_generic, change SourceEntityName to the name of the prop_physics_override. That will make the sound follow the radio when it moves. And don't forget the output (OnPlayerPickup) to trigger the sound. As for the cake, I'm not sure.
Or you could do as Valve did and only use a prop_physics_override and name it. In the properties of the ambient_generic, change SourceEntityName to the name of the prop_physics_override. That will make the sound follow the radio when it moves. And don't forget the output (OnPlayerPickup) to trigger the sound. As for the cake, I'm not sure.
Quote from msleeper on August 5, 2008, 4:46 pmOur wiki doesn't have anything on cake or radios because they are fairly simple. But if someone (ahem, Aldez?) wants to write an article they should.
You are not going to like the results for trying to pick up the cake. You should use a prop_physics_override - however you will notice that you can see through the bottom of it. There are no faces on the bottom of the model since there is no reason for you to see it in-game.
Our wiki doesn't have anything on cake or radios because they are fairly simple. But if someone (ahem, Aldez?) wants to write an article they should.
You are not going to like the results for trying to pick up the cake. You should use a prop_physics_override - however you will notice that you can see through the bottom of it. There are no faces on the bottom of the model since there is no reason for you to see it in-game.
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Quote from rellikpd on August 5, 2008, 5:13 pmthough i do find it when modelers do that. i mean. surely they KNEW people were gunna map for this and (as cliche as it would be) that they would put cake in their levels. so why not take the extra 5 minutes and slap a generic bottom to that cake?
though i do find it when modelers do that. i mean. surely they KNEW people were gunna map for this and (as cliche as it would be) that they would put cake in their levels. so why not take the extra 5 minutes and slap a generic bottom to that cake?
Quote from Aru493 on August 5, 2008, 5:34 pmRemmiz wrote:Make the radio a prop_dynamic and tie it to a func_physbox (approximately the same size as the radio and right on top of it) textured with invisible. Then just put an output from the func_physbox for it to trigger the ambient_generic on.I read that in another wiki and tried it, and it didn't really work. I'll try it again and see if it'll work now.
The func_physbox is the parent, right?
rellikpd wrote:though i do find it when modelers do that. i mean. surely they KNEW people were gunna map for this and (as cliche as it would be) that they would put cake in their levels. so why not take the extra 5 minutes and slap a generic bottom to that cake?Maybe a 1 unit tall cylinder at the bottom with the cake as its parent would solve that.
Though I do have another question. Is there anyway to make the ambient_generic play from the beginning, or would I just have to place a trigger around the player spawn with playing the sound as an output?
EDIT: I don't actually need the radio. I'm putting the music in the cake room, so I could just play the music once you get to the cake. But that might be weird, so is there any speaker I can attach to the wall? (obviously not from Portal, but since I'm using the Orange Box engine would there be a speaker from HL2 or TF2 I would be able to use?)
EDIT 2: I only recently started mapping, so I don't really know what the following means. This is from my compile process window.
- Code: Select all
WARNING: Too many light styles on a face at (2351.000000, 8.000000, 232.000000)
WARNING: Too many light styles on a face at (2351.000000, 8.000000, 360.000000)
WARNING: Too many light styles on a face at (2088.000000, 511.000000, 280.000000)
..
WARNING: Too many light styles on a face at (1336.000000, 504.000000, 1.000000)WARNING: Too many light styles on a face at (1320.000000, 504.000000, 1.000000)
WARNING: Too many light styles on a face at (1576.000000, 511.000000, 264.000000)
WARNING: Too many light styles on a face at (1816.000000, 511.000000, 264.000000)
WARNING: Too many light styles on a face at (2024.000000, 511.000000, 391.999969)
.
WARNING: Too many light styles on a face at (1032.000000, 504.000000, 1.000000)WARNING: Too many light styles on a face at (1288.000000, 511.000000, 248.000000)
1..
WARNING: Too many light styles on a face at (2351.000000, -200.000000, 248.000000)WARNING: Too many light styles on a face at (2351.000000, -216.000000, 280.000000)
.2
WARNING: Too many light styles on a face at (2360.000000, -472.000000, 1.000000)WARNING: Too many light styles on a face at (2360.000000, -495.000000, 68.000000)
...
WARNING: Too many light styles on a face at (2344.000000, -104.000000, 1.000000)WARNING: Too many light styles on a face at (2312.000000, -511.000000, 120.000000)
WARNING: Too many light styles on a face at (1329.000000, -248.000000, 104.000000)
WARNING: Too many light styles on a face at (1800.000000, -216.000000, 1.000000)
WARNING: Too many light styles on a face at (2024.000000, -104.000000, 1.000000)
WARNING: Too many light styles on a face at (1592.000000, -511.000000, 56.000000)
3
WARNING: Too many light styles on a face at (1832.000000, -511.000000, 56.000000)
.
WARNING: Too many light styles on a face at (856.000000, 504.000000, 1.000000)
.
WARNING: Too many light styles on a face at (952.000000, 511.000000, 24.000000)
.4...5
WARNING: Too many light styles on a face at (776.000000, 420.000000, 1.000000)
..
WARNING: Too many light styles on a face at (760.000000, 440.000000, 1.000000)
.6...7...8...9...10 (0)Is that something I should be worried about?
I read that in another wiki and tried it, and it didn't really work. I'll try it again and see if it'll work now.
The func_physbox is the parent, right?
Maybe a 1 unit tall cylinder at the bottom with the cake as its parent would solve that.
Though I do have another question. Is there anyway to make the ambient_generic play from the beginning, or would I just have to place a trigger around the player spawn with playing the sound as an output?
EDIT: I don't actually need the radio. I'm putting the music in the cake room, so I could just play the music once you get to the cake. But that might be weird, so is there any speaker I can attach to the wall? (obviously not from Portal, but since I'm using the Orange Box engine would there be a speaker from HL2 or TF2 I would be able to use?)
EDIT 2: I only recently started mapping, so I don't really know what the following means. This is from my compile process window.
- Code: Select all
WARNING: Too many light styles on a face at (2351.000000, 8.000000, 232.000000)
WARNING: Too many light styles on a face at (2351.000000, 8.000000, 360.000000)
WARNING: Too many light styles on a face at (2088.000000, 511.000000, 280.000000)
..
WARNING: Too many light styles on a face at (1336.000000, 504.000000, 1.000000)WARNING: Too many light styles on a face at (1320.000000, 504.000000, 1.000000)
WARNING: Too many light styles on a face at (1576.000000, 511.000000, 264.000000)
WARNING: Too many light styles on a face at (1816.000000, 511.000000, 264.000000)
WARNING: Too many light styles on a face at (2024.000000, 511.000000, 391.999969)
.
WARNING: Too many light styles on a face at (1032.000000, 504.000000, 1.000000)WARNING: Too many light styles on a face at (1288.000000, 511.000000, 248.000000)
1..
WARNING: Too many light styles on a face at (2351.000000, -200.000000, 248.000000)WARNING: Too many light styles on a face at (2351.000000, -216.000000, 280.000000)
.2
WARNING: Too many light styles on a face at (2360.000000, -472.000000, 1.000000)WARNING: Too many light styles on a face at (2360.000000, -495.000000, 68.000000)
...
WARNING: Too many light styles on a face at (2344.000000, -104.000000, 1.000000)WARNING: Too many light styles on a face at (2312.000000, -511.000000, 120.000000)
WARNING: Too many light styles on a face at (1329.000000, -248.000000, 104.000000)
WARNING: Too many light styles on a face at (1800.000000, -216.000000, 1.000000)
WARNING: Too many light styles on a face at (2024.000000, -104.000000, 1.000000)
WARNING: Too many light styles on a face at (1592.000000, -511.000000, 56.000000)
3
WARNING: Too many light styles on a face at (1832.000000, -511.000000, 56.000000)
.
WARNING: Too many light styles on a face at (856.000000, 504.000000, 1.000000)
.
WARNING: Too many light styles on a face at (952.000000, 511.000000, 24.000000)
.4...5
WARNING: Too many light styles on a face at (776.000000, 420.000000, 1.000000)
..
WARNING: Too many light styles on a face at (760.000000, 440.000000, 1.000000)
.6...7...8...9...10 (0)
Is that something I should be worried about?
Quote from msleeper on August 5, 2008, 5:57 pmUse a logic_auto with OnMapStart to make the music play at the beginning of the map.
There are plenty of speaker models, mostly from HL2. Use the filter in the model browser.
Use a logic_auto with OnMapStart to make the music play at the beginning of the map.
There are plenty of speaker models, mostly from HL2. Use the filter in the model browser.
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If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Aru493 on August 5, 2008, 6:17 pmI checked, and I only found one rusty ancient speaker from HL2, and two obscure speaker designs from Portal (that I never actually saw innthe game itself).
And now I have a problem with one of my doors. (I built it correctly.) I have three doors in the level and the other two work. But when I try to go through this one, it stops me as if there's an invisible wall there. If I shoot a portal through it, it just dissolves. It opens and closes as it should, but won't let me, a cube, a security camera, a turret, or a portal through it. Any ideas there?
I checked, and I only found one rusty ancient speaker from HL2, and two obscure speaker designs from Portal (that I never actually saw innthe game itself).
And now I have a problem with one of my doors. (I built it correctly.) I have three doors in the level and the other two work. But when I try to go through this one, it stops me as if there's an invisible wall there. If I shoot a portal through it, it just dissolves. It opens and closes as it should, but won't let me, a cube, a security camera, a turret, or a portal through it. Any ideas there?