The Thread For Small Problems And Requests
While I'm at it, is there any way to "collapse" instances into the map so I don't need to manually include them with pakrat or similar?

Question
||The EnableGagging command and input on turrets seems not working for me.
Once they got the DisableGagging command or setting "Turret is gagged" to yes, they dont accept the EnableGagging command/Input?
Anyone who knows a solution?||
I'm trying to make my lasers look like this one, but I can't figure out how to do it properly. I know it's some sprite or glow or something, but I don't know what to do with it.
Untitled.pngyishbarr wrote:
How do I "destroy" the cubemap? Or whatever I need to do? Does it have to do with the glass vmt?
I have a map that starts in a room right under the surface, with a huge hole in the ceiling (the ceiling model). The player_start is inside the room, you can't actually go outside, only see it (facility building and some trees) it happens all under the surface and it only goes down. I have a figure on witch settings to use when the player gets deeper, maybe global_ents fog, but for this first area I have no idea since I have this outside area, with a custom blue sky with clouds, mixed with the facility areas right under it. So I'd like to hear from you, if you have any ideas for the fog here. I tried using no fog at all but the feeling that something is missing is very strong.
EDIT: I also would like to ask how to make the door_handle_1 model performs that particular movement when a door is locked.
Thanks in advance 
PedroDeak wrote:
Hey people, I'd like to ask if someone knows a good fog_controller setting for this case:
I have a map that starts in a room right under the surface, with a huge hole in the ceiling (the ceiling model)
I'm not a fan of using the global_ents, but of adding in my maps some of the entities it contains, like the env_fog_controller or the env_tonemap_controller, but more important is the following output fired from a logic_auto for example:
OnMapSpawn > !player > SetFogController > [your_fog_controller_name_here]
Depending on the environment proximity, adjust the fogend property (set the fogstart to "0" btw) to value of 1500 for shorter distances and 3000-5000 for further ones (you can use the output "SetEndDist" to change it on the fly in mid-game). I'd suggest a dark brown fog colour for the undergroundish areas. And finally, I do use the Use_angles property (set it to YES) with the fogdir set to "1 0 0".
Additionally, I like to use the following output (also borrowed from the global_ents.VMF :p) fired from a logic_auto to a point_clientcommand entity (that I called "@clientcommand") in order to get the right overall brightness and shadow-mapping for the env_projectedtexture:
OnMapSpawn > @clientcommand > Command > r_flashlightbrightness 1
PedroDeak wrote:
EDIT: I also would like to ask how to make the door_handle_1 model performs that particular movement when a door is locked.
Well, I parent it to a func_rot_button with the right moving/rotating direction, and an ambient_generic playing the sound "doors/default_locked.wav"
d3m0l1sh3r wrote:
Is there any way to change texture of funnel (not model, but blue beam?) without editing vpk?
Well, Habzs retextured it, althought I'm sure you'll need to edit the funnel texture and later pack it into the BSP or distribute it somehow...
josepezdj wrote:
d3m0l1sh3r wrote:Is there any way to change texture of funnel (not model, but blue beam?) without editing vpk?
Well, Habzs retextured it, althought I'm sure you'll need to edit the funnel texture and later pack it into the BSP or distribute it somehow...
Unfortunately, that is done by editing the VPK.
I've got my elevator : prop_dynamic parented to a func_tracktrain moving along 3 vertical path_tracks. When the map spawns, the elevator is not set on his track but in a corner of the room, and doesn't stop at ground level but a little bit higher. I've tried everything I know/could find : the "Fixed orientation" is set everywhere, everything has a name, I've tried a "LockOrientation" output, etc.
Any ideas ?