

#1
Posted 10 July 2011 - 01:24 PM
In the description, it lists that you can check the TOGGLE spawnflag
for it to be able to be togaalable by a func_usable or such. The spawnflag
however isnt availalbe. How can i get a toggalable func_door_rotating?
BTW, I'm making this map for RPG-X 8.1, so i cant use any of the RPG-X EF entities. I might just have the wrong hmentities.def for my GTK.
GSI, maybe you know which is the correct .def file for 8.1? (The last rpg-x version to work with Vanilla, ioEF and ioCow)
#2
Posted 10 July 2011 - 01:27 PM
#3
Posted 10 July 2011 - 05:46 PM
#4
Posted 10 July 2011 - 08:13 PM
So i just set wait to -1 and target it with a trigger_usable?
#5
Posted 10 July 2011 - 08:27 PM
#6
Posted 10 July 2011 - 08:28 PM


A portal surface is applied with a camera. It works, but only if i look at it from wierd angles. Any ideas?
I already know how to "fix" this with a "hack" but id rather not use more entities then i need.
#7
Posted 10 July 2011 - 08:55 PM
On the other hand I'd be interested in that fix of yours.
#8
Posted 10 July 2011 - 08:58 PM
In stead of the face of the brush that has the portal, put a black texture in. Then take
a patch and place it where the face of the brush is when the screen is
"out". Then when triggering the screen, trigger the patch as a function usable
after the screen has rotated. Ofc youd need to have a portal texture with the
decall keyword in the shader so you dont get z-fighting with the patch that has the portal on it.
#9
Posted 10 July 2011 - 08:59 PM
#10
Posted 11 July 2011 - 10:57 AM
#11
Posted 11 July 2011 - 11:10 AM
#12
Posted 11 July 2011 - 04:10 PM

#13
Posted 11 July 2011 - 04:37 PM
I want to extend the system to handle multiple cams.
Now, in the description of the misc_portal_portal it says:
targetname - When used, cycles to the next misc_portal_camera it's targeted
Now, 2 questions:
1: Do all the misc_portal_camera that are targeted need to have the same name (for instance 2 misc_portal_camera with the targetname Cam) or do i need to use target, target2, target 3 etc.
2: When i use the entity, the screens start flickering back and forwards really fast. How do i fix that?
And another question:
Is it possible for a func_usable to be disabled from using, so that when you press use while targetting it that it doesn't get used, but only when
it gets triggered by another entity?
#14
Posted 11 July 2011 - 04:53 PM
On the other issue I am not sure wich of the following you mean. If your Usable dedicated to a visible effect (like alert-lights) set 'team' to '2'. If the usable is dedicated to a system and only meant to be used in specific cases you can either cover it with another caulk-ed usable or give your Usable a targetname2 and have it be targeted by a target_deactivate.
#15
Posted 11 July 2011 - 06:35 PM

I have all cameras now the same targetname, that works.
The wait value is set to a day, so no problem during rp's there

but then it flickers after the first time u use it, but now it works.
As for the usable, i covered the entire screen with a func_usable that is used to toggle between views. This way the screen brush usable isn't ever used so the system doesn't bug.
I made a vid of it, it's working pretty sexy now, thanks for you help!
#16
Posted 11 July 2011 - 06:44 PM
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