The Thread For Small Problems And Requests

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FelixGriffin
2,680 Posts
Posted Jan 16, 2014
Replied 2 hours later
Check if you accidentally turned off the instructor hints convar.
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Sejievan
232 Posts
Posted Jan 16, 2014
Replied 7 hours later
How do i check that?, Sorry for the noobish question =P
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TeamSpen210
608 Posts
Posted Jan 16, 2014
Replied 14 minutes later
gameinstructor_enable is the cvar you want. The "find" command is very useful.
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Sejievan
232 Posts
Posted Jan 16, 2014
Replied 58 minutes later
Thanks for the help FelixGriffin and TeamSpen210 =D it was disabled, also didn't knew about the "find" command.. will be very useful. just one final question: When i post the map on workshop, is there any chance that the players will have this problem by default?
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FelixGriffin
2,680 Posts
Posted Jan 16, 2014
Replied 10 minutes later
Quite probably. Use a point_clientcommand to turn it on for them.
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Sejievan
232 Posts
Posted Jan 16, 2014
Replied 43 minutes later
Ok, thx again =D
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srs bsnss
552 Posts
Posted Jan 17, 2014
Replied 1 hour later

Dr.Toaster Waffles wrote:

What compile are you using? Looks like VRAD is trying to do it's job, but is still goofing it up. Do a full compile and see if anything changes. Also, what type of lights are you using?

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TeamSpen210
608 Posts
Posted Jan 17, 2014
Replied 2 hours later
Do you have any models on/close to those walls (vines, frames)? Try setting Disable Shadows to true so they don't black out the walls behind.
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Sejievan
232 Posts
Posted Jan 17, 2014
Replied 3 hours later

Dr.Toaster Waffles wrote:
Arachnaphob wrote:

Try compiling without RAD. If it's still dark, I don't know what to do. If not, you may have 'disable shadows' off. Enable that and see what happens.


I agree with srs bsnss, it really looks Default compiled =/

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Dafflewoctor
415 Posts
Posted Jan 17, 2014
Replied 9 hours later
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.

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Sejievan
232 Posts
Posted Jan 17, 2014
Replied 3 hours later

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.

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lord_blex
96 Posts
Posted Jan 25, 2014
Replied 7 days later
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.
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TeamSpen210
608 Posts
Posted Jan 25, 2014
Replied 8 minutes later
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.

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Gemarakup
1,183 Posts
Posted Jan 30, 2014
Replied 4 days later
I have a func_door_rotating on the wrong axis. How do I set the axis to make it move up instead of sideways?
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TeamSpen210
608 Posts
Posted Jan 30, 2014
Replied 1 hour later
Set the spawn flags for the correct orientation. Note that func_rotating/func_door_rotating don't rotate correctly inside instances
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Arachnaphob
412 Posts
Posted Feb 04, 2014
Replied 5 days later
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?
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FelixGriffin
2,680 Posts
Posted Feb 04, 2014
Replied 32 minutes later
Don't use path_corners, use a tracktrain and parent the viewcontrol to it. The old path_corner system is rather messy and outdated.
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Gemarakup
1,183 Posts
Posted Feb 07, 2014
Replied 2 days later
I haven't experienced with env_entity_makers before, but can someone tell me why it's spawning objects at a different location?
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CamBen
973 Posts
Posted Feb 07, 2014
Replied 6 hours later

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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TeamSpen210
608 Posts
Posted Feb 07, 2014
Replied 4 hours later
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.