Has anyone managed to find this out? I think it would be a trigger_multiple the an output:
Output Name: OnTrigger
Target Entity: !activator
Input Name: Emancipate
Or something like that. Whoever who can, please help me. 
Has anyone managed to find this out? I think it would be a trigger_multiple the an output:
Output Name: OnTrigger
Target Entity: !activator
Input Name: Emancipate
Or something like that. Whoever who can, please help me. 
However this would also remove energy ball, however is done produce that cool fizzle effect.
one question, how did you get the particle system working so it looks like the ones in the game? I thought it wasn't working yet unti l the sdk was released
Artesia wrote:
one question, how did you get the particle system working so it looks like the ones in the game? I thought it wasn't working yet unti l the sdk was released
You have to manually put in an info_particle_system (not sure if that is right). The best way to do it is to copy one from an official map, since that is apparantly included in the new base FGD which we don't have yet.
Google for vmex, it is a Source map decompiler. Use at your own risk.||
msleeper wrote:
||### DECOMPILING MAPS AND "RE-USING" CONTENT IS THE BIGGEST FUCKING NO-NO YOU CAN DO. DO THIS AND YOU WILL BE BRANDED A FUCK TARD FOREVER AND I'LL PROBABLY BAN YOU. DECOMPILING MAPS SHOULD BE DONE ONLY FOR EDUCATIONAL PURPOSES ONLY, SUCH AS SEEING HOW CERTAIN ENTITY SETUPS ARE DONE - AND THAT'S IT! YOU'VE BEEN WARNED, EVERYONE.Google for vmex, it is a Source map decompiler. Use at your own risk.||
yea, i just want to see how the first sequence works, where the pod opens and you get out (instead of just starting you out next to one).
The "incandesent partical beam"
....
Make a brush for the cleanser field, - 1 block thick and make it a trigger_portal_cleanser, Flag Clients and Everything
create an entity in the center of the cleanser field. Give it a class name of info_particle_system and give it the following keyvalues:
start_active "1"
effect_name "portal_cleanser"
angles 0 0 0
hammerid "000001"
youme wrote:
The "incandesent partical beam"....
Make a brush for the cleanser field, - 1 block thick and make it a trigger_portal_cleanser, Flag Clients and Everything
create an entity in the center of the cleanser field. Give it a class name of info_particle_system and give it the following keyvalues:
start_active "1"
effect_name "portal_cleanser"
angles 0 0 0
hammerid "000001"
- Make sure the angle of the entity is parallel with the cleanser field.
Added (quick & dirty however) to the wiki with credit. I'm of the opinion that any knowledge posted in the forums (or anywhere else) should be on the wiki.
Angel_Mapper wrote:
Weird, there is no such stigma in the Unreal community, granted I've never heard of someone claiming a modified official map as their own.
Very true, but with Unreal maps, there is no such thing as compiling. That's one of the beauties of a CSG engine, but I digress.
).
Hammer may support CSG but its not procedural as the term is usually used, only the final result is stored.
*Unreal 1 did, maybe this has changed in the decade since.
who said that! looks around wildly 