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Posted

Let's not clog this forum up with stupid questions. I'll put them all in one thread now.

 

I'm trying to make an object frobable. I read the inventory tut and entered the required spawnrags but when I try to drop the model it just floats in mid air. It seems I have to add the porperty "drop_to_hands" and set it to 0 for the model to fall. This doesn't work for me though. Any ideas on what I'm doing wrong?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

I'm trying to trigger an objective once a readable has been read. I'm using a "target_setobjective_visibility" entity. The problem is that once the readable has been read it goes to mission complete and ends. I have the "obj_id1" property listed in the "target_setobjective_visibility" entity and the name of it in the completion target of the objectives editor. What else am I missing?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

Missions are completed when all the mandatory objectives are completed. If you have only one objective, completing that ends the mission instantly.

Add another objective to prevent the mission from ending.

Clipper

-The mapper's best friend.

Posted

yes I have two objectives. The 2nd is hidden and is supposed to be triggered when the first is completed. eg Go to the police station and read the police report to find out where your fence is been held. Thats Objective 1. When completed objective 2 should be triggered which would be go to cell block H4 to break your fence out.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

I think hidden mandatory objectives do not count. If all objectives visible in the objective list are checked, mission ends.

 

Adding a visible mandatory objective will prevent the mission from ending. It is fine, in the end you're probably have the "exit here" objective or similar anyways.

Clipper

-The mapper's best friend.

Posted

Ah yes. Adding a "go to X when finished" objective stopped the mission from finishing. The aditional objective that was previously hidden was then displayed. Thank you both for your help.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

how would I go about creating some sort of animation eg an object been destroid by bursting into flames? Sorry for my lack of a technical term. It's been a while since I played Flakebridge monastry but iirc correctly you had to destroy a book of the dead by dropping it into some holy water which then burst into flames and then disapeared. Thats pretty much the same effect I'm after. How would I go about achieving that?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

The water had a custom stim on it

When the book received that stim, it activated:

A teleporter to transport the book to a blue room,

A particle effect (the fire),

A sound effect, and

A complete objective trigger

 

And that is all there is to it, if I am not mistaken.

Posted

The water had a custom stim on it

When the book received that stim, it activated:

A teleporter to transport the book to a blue room,

A particle effect (the fire),

A sound effect, and

A complete objective trigger

 

And that is all there is to it, if I am not mistaken.

 

Hm, why not simply destroy the book ( $book->kill() )?

 

Both the particle affect and sound effect could have been triggered when the book dies, just like a firearrow.

 

Of course, if it works, it works :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Thanks for the replies. I used the stim and responses and that seems to work. Just two things. I'm using a func_teleporter but how do I get the book to teleport without doing so myself? And for the func_emitter I'm using a particle effect of flames. How do I get the func_emitter to stop affter a few seconds creating a temporary burst of flames?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

Thanks for the replies. I used the stim and responses and that seems to work. Just two things. I'm using a func_teleporter but how do I get the book to teleport without doing so myself? And for the func_emitter I'm using a particle effect of flames. How do I get the func_emitter to stop affter a few seconds creating a temporary burst of flames?

 

For the func_emitter, you can use either:

 

* put a "script_object" "tdm_suicide" and "remove_delay" "X" where X is in seconds on, it, that will kill/remove the entity after X seconds

* use a one_shot particle. Some particle effects use "cycles" "0" so they cycle endless, if you clone the particle effect and replace this with "cycles" "1" it will run only once, then end. But in this case the emitter will still be around and wait for ever.

* use a script to kill the emitter after X seconds (believe me, running all this from a script is supereasy. No teleport nec. etc.

 

If you need any help, jus ask!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

  • 4 weeks later...
Posted

Haha the exact second after I made that post I remembered the "drop_to_hands" property. I assigned that to my item in the inventory and it now gives me the option of throwing it when I press the R key. smile.gif

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

I'm having trouble getting my stim and response to work. I made a small map a few weeks ago and messed around with the stim & response and it worked fine. Now that I'm trying to impliment it into my acual map I can't get it to work. here's some screenshots of what I'm doing. At the moment I'm just trying to get a basic func_emitter to work. Maybe someone can see where I'm going wrong?

post-3947-131081604817_thumb.jpg

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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