toxic slime not rendering properly?
Maybe you turned the Water into something like a func_brush,
If you make Water/Toxic:
- All Faces should be nodraw except above the water,
- It must be a World Brush
- It shouldnt be rotated
- Or you maybe used a " *_beneath" water texture
Also, what do you mean by double vision? Can you maybe take a screenshot?
Arachnaphob wrote:
By going above, I meant noclipping in game. There was a weird bug that made the water black and put another layer of water above it. Anyways, Try setting VIS to at least fast. It seems that water gets buggy when you compile with VIS on no.
Yeah, I'm stupid. I just set all to normal and it did go rather fast (but I made that map rather small). My bad. Sorry for the waste of time. Now if I could just solve this light bridge problem...
But that's a whole other thread.
). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime.
ezio160324 wrote:
Thanks. I just added more to that map (a moving panel leading to a troll). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime.
I take it you want a light bridge to activate when two buttons are being pressed? You could use a math_counter, but because you have only two buttons, use a logic_coop_manager with the outputs:
OnChangeToAllTrue
[light bridge]
Enable
OnChangeToAnyFalse
[light bridge]
Disable
And for the two buttons
Button 1 outputs
OnPressed
[coop manager]
SetStateATrue
OnUnpressed
[coop manager]
SetStateAFalse
For button 2, the same outputs except use state b.
Dr.Toaster Waffles wrote:
ezio160324 wrote:Thanks. I just added more to that map (a moving panel leading to a troll
). I have a light bridge and want it to only activate by pressing one button after the other, but can;t figure that out. Oh well. I'll get there. The light bridge is for getting across the slime.
I take it you want a light bridge to activate when two buttons are being pressed? You could use a math_counter, but because you have only two buttons, use a logic_coop_manager with the outputs:
OnChangeToAllTrue
[light bridge]
EnableOnChangeToAnyFalse
[light bridge]
DisableAnd for the two buttons
Button 1 outputs
OnPressed
[coop manager]
SetStateATrueOnUnpressed
[coop manager]
SetStateAFalseFor button 2, the same outputs except use state b.
Yes!! What I was looking for!!