darkpheonixz4x
Texture question
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darkpheonixz4x
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Texture question
How do you make a part of a brush or a whole brush that allows you to go through it? It's very common in deathrun and I thought i would add that for my map. I also want to know how you can script to make it go through after a trigger. Thanks 
darkpheonixz4x
darkpheonixz4x
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Rezil
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Re: Texture question
In radiant by right clicking on the selected brush and setting it to 'non-coliding'. If you want it to be a bit more flexible you have to create a brushmodel and call 'notsolid()' on it in code.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
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darkpheonixz4x
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Re: Texture question
Thank you,
Lets say i make the brushmodel with targetname brush1.
To make it non-colliding with the script, it would be brush1 notsolid;
Is that right?
Lets say i make the brushmodel with targetname brush1.
To make it non-colliding with the script, it would be brush1 notsolid;
Is that right?
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Rezil
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- Location: Cramped in a small cubicle/making another jump map
Re: Texture question
Code: Select all
getEnt("brush1","targetname") notsolid();Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
-
darkpheonixz4x
- CJ Newbie

- Posts: 51
- Joined: July 2nd, 2012, 11:15 am
Re: Texture question
Okay here is my script for my trap.
My brush that I want to get hollow after the trigger is trap2_plat1. Where do i add it? If i had it right after trig = getEnt... wouldn't it always be hollow?
Code: Select all
main()
{
thread platform_hollow();
}
platform_hollow()
{
trig = getEnt("trig_trap2","targetname");
{
trig waittill ("trigger");
}
}-
Rezil
- Core Staff

- Posts: 2030
- Joined: July 24th, 2006, 11:21 am
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Re: Texture question
Code: Select all
main()
{
    thread platform_hollow();
}
Â
platform_hollow()
{
    trig = getEnt("trig_trap2","targetname");
    {
        trig waittill ("trigger");
        getEnt("brush1","targetname") notsolid();
    }
}Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
-
darkpheonixz4x
- CJ Newbie

- Posts: 51
- Joined: July 2nd, 2012, 11:15 am
Re: Texture question
Thank you for this.
I tried this, but i get Undefined is not an object. The error is on line 10 and i have rechecked a million times that the targetnames are the same. Any ideas??
I tried this, but i get Undefined is not an object. The error is on line 10 and i have rechecked a million times that the targetnames are the same. Any ideas??
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Drofder2004
- Core Staff

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- Joined: April 13th, 2005, 8:22 pm
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Re: Texture question
Open your map in radiant and check the spelling of your entity key and value.

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darkpheonixz4x
- CJ Newbie

- Posts: 51
- Joined: July 2nd, 2012, 11:15 am
Re: Texture question
Thanks, but the original trigger doesn't work itself. The map runs fine, no errors but the triggers don't work as well as the hintstring doesn't show. Only this one doesn't work. Any ideas of what to do?
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Rezil
- Core Staff

- Posts: 2030
- Joined: July 24th, 2006, 11:21 am
- Location: Cramped in a small cubicle/making another jump map
Re: Texture question
How do you create your trigger?
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
-
darkpheonixz4x
- CJ Newbie

- Posts: 51
- Joined: July 2nd, 2012, 11:15 am
Re: Texture question
Made a trigger brush, right click < Trigger_use. Enter its key/values.
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Rezil
- Core Staff

- Posts: 2030
- Joined: July 24th, 2006, 11:21 am
- Location: Cramped in a small cubicle/making another jump map
Re: Texture question
Hm, does it give a script error or does the trigger disappear when you play the map(still visible in radiant though)?
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
-
Drofder2004
- Core Staff

- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Re: Texture question
Post screenshots of the entity window and the brush selected.

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darkpheonixz4x
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- Posts: 51
- Joined: July 2nd, 2012, 11:15 am
Re: Texture question
Okay here is the screenshot and the script i made for it.
in main(), I put thread trap_1();
And the screenshot is attached.
Code: Select all
trap_1()
{
bounce = getEnt( "trap1_bounce" , "targetname" );
trig = getEnt( "decision_trap1_trig" , "targetname" );
while( isDefined( bounce ) && isDefined( trig ) )
{
trig waittill( "trigger" , player );
if( isDefined( player ) && isPlayer( player ) )
player iPrintLn( "You triggered decision_trap1_trig and activated trap1_bounce" );
bounce rotatePitch( -90 , 1 , 0 , 0 );
bounce waittill( "rotatedone" );
wait( 5 );
bounce rotatePitch( 90 , 5 , 0 , 0 );
}And the screenshot is attached.
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Drofder2004
- Core Staff

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- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Re: Texture question
Change
To
At this current moment, we are not going to see the errors because you will bypass them with the above code.
Removing checks for "defines" will flag errors for undefined entities.
Code: Select all
while( isDefined( bounce ) && isDefined( trig ) )Code: Select all
while(1)Removing checks for "defines" will flag errors for undefined entities.

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