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How to trigger visibility of model?


Springheel

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I feel like this should be pretty straightforward, and I'm pretty sure I've even explained how to do it to someone else a while ago, but for the life of me I can't remember or find the method for doing so:

 

I have a model that is essentially an electrical effect. I'd like to trigger its visibility on and off. I thought we used to have a func_hide, but I can't find one. Anyone remember how you trigger something to hide?

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Pretty sure:

 

"hide" "n"

 

(where "n" is either 0 or 1) can control that.

 

The only wiki entry has the hide script reference:

 

scriptEvent void hide();


Makes this entity invisible.


Spawnclasses responding to this event: idEntity


http://wiki.thedarkmod.com/index.php?title=TDM_Script_Reference/2.03

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The DR description for func_static says:

 

"A brush model that just sits there, doing nothing. Can be used for conditional walls and models.
When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden."

 

Is it confirmed that this doesn't actually work? It didn't for me.

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<delete me>

Edited by NeonsStyle

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http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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"A brush model that just sits there, doing nothing. Can be used for conditional walls and models.

When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden."

 

 

For future reference, this DOES work, but only if you manually add "hide" "0" to the func_static in question (thanks to Spooks for the info).

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You don't need a scriptobject for that, func_statics already make use of the hide and show function. A target_callobjectfunction should do the trick here.

 

 

For future reference, this DOES work, but only if you manually add "hide" "0" to the func_static in question (thanks to Spooks for the info).

This sounds like a bug to me.

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You don't need a scriptobject for that, func_statics already make use of the hide and show function. A target_callobjectfunction should do the trick here.

 

Perhaps i explained me wrong I didn't said to use a scriptObject for func_statics, i said that a scriptObject is also a option to hide or show objects, a option among others.

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