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The Thread For Small Problems And Requests

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Dr.Toaster Waffles wrote:
No, it's HDR compiled. I even tried a full compile to no avail. I have also tried disabling shadows already.

It's no matter though, I don't really like the geometry of the map so I'm restarting it...hopefully it doesn't happpen again. Although an answer to why this is happening would be nice.

@srs bsnss: Just a light spot and a projected texture.

Try compiling with LDR only, see if you get any different results.

Level designer, 3D modeler, texture artist ,environment artist.

Can I somehow limit the distance from where I can activate a button? I have func_button in my level and it has a ridiculous range. I can even activate it if I'm not really looking at it. I would prefer if the player had to be right next to it to press it.

- Science isn't about why, it's about why not!

You could use a trigger that Locks and Unlocks the button when players are close to it. If you use two trigger_look s (one pointing at it, one pointing the opposite direction with the activation angle turned up you could control how accurate the player must be.

Alternatively, you could put down a regular prop_button with the extra keyvalues "RenderMode 10" and "Solid 0" to make it invisible and non-solid.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

I have a func_door_rotating on the wrong axis. How do I set the axis to make it move up instead of sideways?

Set the spawn flags for the correct orientation. Note that func_rotating/func_door_rotating don't rotate correctly inside instances

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

I have a point_viewcontroll set up on a set of path_corners. (I'm very new to viewcontrolls so this may be a nooby question.) When the hold time on the first path_corner runs out, the camera moves very slowly, and then just stops not even halfway to the second path_corner. Any ideas?

When life gives you lemons, make apple juice and have everyone wonder how you did it.
Musical website Moddb

Don't use path_corners, use a tracktrain and parent the viewcontrol to it. The old path_corner system is rather messy and outdated.

Falsi sumus crusto!

I haven't experienced with env_entity_makers before, but can someone tell me why it's spawning objects at a different location?

yishbarr wrote:
I haven't experienced with env_entity_makers before, but can someone tell me why it's spawning objects at a different location?

What does that even have to do with this thread?

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Aperture Science: We do our science asbestos we can!

Env_entity makers spawn a template relative to themselves, with the location of the point_template basically the origin. (If you put the two in the same place, it will spawn at the original location, if the env_entity_maker is 64 units left of the point_template the object will spawn 64 units left of its original location.) There are also properties and inputs which change what happens after it spawns, so you might want to check that.

The thread's for lots of small problems, so we don't have lots of small threads cluttering everything.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
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