Solution MagSul Posted July 12, 2021 Solution Share Posted July 12, 2021 @undeadslayer Thank you for sharing the file to allow me to look at the problem! Good news! At first glance, it looks like a straight-forward fix. Your "target_secret" entity is targeting "trigger_once1" instead of the other way around. NAB622 likes this Link to comment
undeadslayer Posted July 12, 2021 Author Share Posted July 12, 2021 @MagSul Thanks for the help, I just fixed that. MagSul likes this Link to comment
undeadslayer Posted August 2, 2021 Author Share Posted August 2, 2021 So I'm having trouble with making the tram/platform in my map. It's not showing up in game at all. What I did was I made an a small cube put the origin texture on it and placed in the center of the tram. I then selected the entire tram and the origin cube and did function_train. Then I selected the origin cube and then linked to the first path corner. At what part did I mess up? Link to comment
Circa Posted August 2, 2021 Share Posted August 2, 2021 3 hours ago, undeadslayer said: So I'm having trouble with making the tram/platform in my map. It's not showing up in game at all. What I did was I made an a small cube put the origin texture on it and placed in the center of the tram. I then selected the entire tram and the origin cube and did function_train. Then I selected the origin cube and then linked to the first path corner. At what part did I mess up? I noticed this bit in the Rich Diesel tutorial: Remember that your func_train will spawn at the path_corner it is linked to, NOT wherever you actually place it: Maybe yours is at the first path_corner you placed and you didn't notice? Link to comment
undeadslayer Posted August 3, 2021 Author Share Posted August 3, 2021 @Circa, unfortunately it is not the first path_corner was just a few inches away from the train. I have the train attached to several buttons/switches maybe that is throwing the train off? Link to comment
undeadslayer Posted August 4, 2021 Author Share Posted August 4, 2021 Update, I got the train to show in the game but it does not turn the proper way it is supposed to. Any help would be great. Link to comment
MagSul Posted August 6, 2021 Share Posted August 6, 2021 I followed RichDiesal's tutorial this morning and put together a tiny map with a working func_train entity. I've uploaded a compiled map you can access with /devmap train_example, and an editable func_train.map file so that you can see how it was put together. Hopefully this will help you to identify the cause of your problem. Download Link: https://drive.google.com/file/d/1c-X6RcwepSUEx-VnYVUi5RrVIEl60hNe/view?usp=sharing Circa likes this Link to comment
undeadslayer Posted December 4, 2021 Author Share Posted December 4, 2021 A few questions here. 1.) How do I change what player model is used in game? Currently the game has it set for female Jaden and I'm fairly certain I need it set for male Jaden. 2.) How do I add the action music to the level? Currently only the explore music is in the map. 3.) Lastly, there are a few brushes that should have been made that should have had a special property to it. Instead the game view it as world spawn. every time I try to change it, gtk radiant act like I deleted the brush. So my question is: is it even possible to change the property of the brush now, or is it to late? Link to comment
MagSul Posted December 6, 2021 Share Posted December 6, 2021 1) How do I change what player model is used in game? This particular post lays out the answer to this question quite nicely. I'm not sure how to get around your second question, but for your third, you'll have to elaborate a bit on what exactly you were trying to do. Link to comment
undeadslayer Posted December 7, 2021 Author Share Posted December 7, 2021 @MagSul 1.) Is that the part of the tutorial about notepad? 2.) There is a series of brushes at the begin of the level that were elevators but with the function_door and an angle of -2. There are like two or three of the elevators that didn't not have that function and somehow was made as part of worldspawn. Link to comment
undeadslayer Posted May 13, 2022 Author Share Posted May 13, 2022 Can brushes have more than one function attached to them? Link to comment
NAB622 Posted May 13, 2022 Share Posted May 13, 2022 No, it can not. What you are referring to is making a brush part of an entity (func_door, func_breakable, func_wall). The brush is contained within the entity, thus the brush can only have one 'function'. Link to comment
undeadslayer Posted May 14, 2022 Author Share Posted May 14, 2022 @NAB622, So how do I get the cargo container to have a functioning door? Link to comment
NAB622 Posted May 14, 2022 Share Posted May 14, 2022 What kind of door are you looking to create? Func_door can handle basic back-and-forth movement, and if I recall correctly, using the angles key you can set the movement to anywhere on all three axes at once (Or just angle for a single direction). If you're looking for a swinging or rotating door, or anything with more than a single motion, you'll need a script for that. Link to comment
undeadslayer Posted May 14, 2022 Author Share Posted May 14, 2022 @NAB622 Is it possible to have part of the door to go up while the other part goes down? Link to comment
NAB622 Posted May 14, 2022 Share Posted May 14, 2022 Yes. Make two separate doors, one moving in each direction like you want. On both doors, add: Key: team Value: <make up a name> You may have to use a trigger_multiple to fire one of the doors (not both). If you do, make sure you give it a wait time so it doesn't rapid-fire the doors. If all goes well, the doors will always move together, including when blocked and when reversing. Link to comment
undeadslayer Posted May 14, 2022 Author Share Posted May 14, 2022 @NAB622 Would that also be able to be used by the player as well; and function like a train, if setup like that? Link to comment
NAB622 Posted May 14, 2022 Share Posted May 14, 2022 Trigger_multiple can be used by the player, so just use that. It'll make everything simpler going forward. The doors cannot function like a train without a script, and scripts are not compatible with the team key. So if you want anything fancier than two teamed doors, you'll have to script it from start to finish. Link to comment
undeadslayer Posted January 8, 2023 Author Share Posted January 8, 2023 Couple of questions, what is the npc name for the jet trooper with the Tl-50 Heavy Repeater? Why is it in some of the builds of the levels the door to to the cargo container keeps disappearing in game? Can triggers have more than one object attached to it? Link to comment
MagSul Posted January 9, 2023 Share Posted January 9, 2023 The rocket trooper is "RocketTrooper2Officer" The info for this NPC is stored in the rockettrooper2.npc file in Assets1.pk3. To use in a map, use an NPC_Spawner and set the NPC_Type to "RocketTrooper2Officer" OR Tick the 'officer' box for the NPC_RocketTrooper entity. You can point a trigger to more than one thing, yes. Here, I have two light entitys with the same targetname. The trigger_multiple entity has a target that matches the light entities shared targetname. So, when I push the trigger, both light entities come on, as highlighted in this video by being different colours. I'm not sure what you mean by the door thing! You'll have to demonstrate it. Link to comment
undeadslayer Posted January 9, 2023 Author Share Posted January 9, 2023 Quote I'm not sure what you mean by the door thing! You'll have to demonstrate it. I would post a picture of it, but I don't know how to. Link to comment
Circa Posted January 9, 2023 Share Posted January 9, 2023 28 minutes ago, undeadslayer said: I would post a picture of it, but I don't know how to. You can use an image host like this: https://postimages.org/ Then post the link it gives you. Link to comment
undeadslayer Posted January 9, 2023 Author Share Posted January 9, 2023 The door is missing in the game, but there in radiant. The door is trigger_muttiple. Also whenever I try to make the cargo container fun_train, the game gives me a Null Error. Link to comment
MagSul Posted January 9, 2023 Share Posted January 9, 2023 Can you show me a picture of the entity menu for the func_door and trigger_multiple that opens it separately? The way you worded your reply suggests that the trigger_multiple is the door, which would be incorrect. Link to comment
NAB622 Posted January 9, 2023 Share Posted January 9, 2023 I agree with @MagSul. If you look on the grid in your screenshot of Radiant, the door is green, meaning it is a trigger. All brushes in any trigger entity are invisible in-game. Make the door a func_door and it should reappear. If you are still having issues with the door disappearing, post back here, because a few other things can cause that too. Link to comment
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