undeadslayer Posted February 13, 2023 Author Share Posted February 13, 2023 Quote What exactly are you trying to get the door to do on the cargo container? I'm trying to get it to do this: Yes, it moves with the cargo container: Quote All of that being said - in my opinion, the best way forward would be to go without a door on the cargo container; if you want a classic star-wars style take on it, use a nonsolid force field in place of the door. I agree with that statement, I can always put the script for the door in later if I figure it out. Is the a way to put a mine under a brush and have it trigger on a delay when the player gets to close to it? Also how can I get the switch textures to change when pressed? Link to comment
undeadslayer Posted February 15, 2023 Author Share Posted February 15, 2023 Question, do I need write a script for a briefing menu? Link to comment
NAB622 Posted February 16, 2023 Share Posted February 16, 2023 17 hours ago, undeadslayer said: Question, do I need write a script for a briefing menu? As far as I know, scripts are in-game only and have nothing to do with menus, but I don't mod single player so I could be wrong. On 2/13/2023 at 11:43 AM, undeadslayer said: Is the a way to put a mine under a brush and have it trigger on a delay when the player gets to close to it? Also how can I get the switch textures to change when pressed? For a mine under a brush, anything you need triggered can be done with a trigger_once or trigger_multiple. For a delay, you can use a target_delay. As far as the mine itself, I'm sure you'd want to use a func_breakable for the floor, and there are several routes to go for an explosion. As for the switch changing textures, there are a few ways to do that, depending on how the button works. From memory, I beileve a func_button entity will allow you to use an animMap shader, and it will switch from the first texture to the second when it is used. I think. Been a long time since I poked at that. Another option is shader remapping, but that can get pretty messy and I'm not sure it works in single player. Link to comment
undeadslayer Posted February 16, 2023 Author Share Posted February 16, 2023 Quote From memory, I beileve a func_button entity will allow you to use an animMap shader, and it will switch from the first texture to the second when it is used. How would I apply that shader to the texture; would it be through the entities property? Link to comment
NAB622 Posted February 17, 2023 Share Posted February 17, 2023 Shaders are applied just like any other texture. Check the entity window for func_button, because I believe you'll have to tick a checkbox to enable this feature. Then just choose a pre-existing shader or make one of your own. Link to comment
undeadslayer Posted February 18, 2023 Author Share Posted February 18, 2023 Is the a way to have the cargo container stop at a certain point, then have it begin again from that point by switch? Link to comment
undeadslayer Posted February 18, 2023 Author Share Posted February 18, 2023 I having trouble with this door: The trigger in front of the door is supposed to read trigger_multiple but for some reason it changes to what is shown in the screenshot. Also, when in game when the player gets to close to the door it sometimes opens by itself. What am I doing wrong here? Link to comment
NAB622 Posted February 18, 2023 Share Posted February 18, 2023 6 hours ago, undeadslayer said: Is the a way to have the cargo container stop at a certain point, then have it begin again from that point by switch? Any sort of conditional movement between varying distances/locations must be done with a script. Any movement between just two points is a func_door. 2 hours ago, undeadslayer said: I having trouble with this door: The trigger in front of the door is supposed to read trigger_multiple but for some reason it changes to what is shown in the screenshot. Also, when in game when the player gets to close to the door it sometimes opens by itself. What am I doing wrong here? I'm not entirely sure what you're asking, but textures/system/trigger is invisible in-game. It is visible within Radiant only. As far as the door opening by itself when the player gets close, all doors do this by default unless they have a targetname (Triggered by a button or a trigger) or have the player_use box checked. I'm not sure how you keep doing it, but you have a func_door1 and two func_usable1 entities. These are not valid classnames. Do not change the classname value of anything in Radiant. They should be func_door and func_usable. By changing the classname, they will no longer work in-game, and their brushes may be culled by the compiler. Link to comment
undeadslayer Posted February 19, 2023 Author Share Posted February 19, 2023 Quote I'm not sure how you keep doing it, but you have a func_door1 and two func_usable1 entities. All I did was link the triggers to each other, radiant then changed the class name all by itself. Correct me if I'm wrong radiant should not be doing this, right? Link to comment
NAB622 Posted February 19, 2023 Share Posted February 19, 2023 Correct, Radiant should not be doing that. When you are connecting entities, it should only be changing the target and targetname values. Link to comment
undeadslayer Posted February 19, 2023 Author Share Posted February 19, 2023 Quote Correct, Radiant should not be doing that. How do I fix this so this does not happen again? Any idea what might causing this to occur? Link to comment
NAB622 Posted February 21, 2023 Share Posted February 21, 2023 Unfortunately, I don't know the answer to that. I've never seen that behavior before. What version of Radiant are you using? Link to comment
undeadslayer Posted February 22, 2023 Author Share Posted February 22, 2023 Quote What version of Radiant are you using? I am using version 1.5.0. Link to comment
NAB622 Posted February 22, 2023 Share Posted February 22, 2023 Two things come to mind. First, is Radiant set up to edit the correct game? It's really a shot in the dark, but maybe there's a different game with an entity setup like that. Second, and I can't believe I'm actually saying this...I do not recommend anyone use Radiant 1.5. I don't know if that is causing your issue, but for now you might try NetRadiant or Radiant 1.4 and see if it persists. I can not recommend Radiant 1.6 because it has even more bugs than 1.5 does. NetRadiant or 1.4 are the only reasonable options. Link to comment
undeadslayer Posted February 23, 2023 Author Share Posted February 23, 2023 Quote First, is Radiant set up to edit the correct game? Radiant settings are set for jedi academy. Quote Second, and I can't believe I'm actually saying this...I do not recommend anyone use Radiant 1.5. I don't know if that is causing your issue, but for now you might try NetRadiant or Radiant 1.4 and see if it persists. I did not realize radiant 1.5 was so buggy everything I read about that version said that it was stable. I will have to install 1.4 and NetRadiant, and give those a try. Link to comment
NAB622 Posted February 23, 2023 Share Posted February 23, 2023 Radiant 1.5 is highly controversial. Many people swear by it. And then it does stupid stuff like this. There's even a bug in it that causes a phantom sv_setBrushModel: null error. I would never recommend it to anyone. I don't like NetRadiant either, but at least it has a better chance of these things being patched, since it's in active development. (NetRadiant is based off of Radiant 1.5) Link to comment
undeadslayer Posted March 4, 2023 Author Share Posted March 4, 2023 How do I make a forcefield non-solid? What is the best way to read a string file? Link to comment
NAB622 Posted March 4, 2023 Share Posted March 4, 2023 Nonsolid anything is accomplished with a shader. Use a shader with surfaceparm nonsolid for the force field itself, and on all other surfaces of the brush use either textures/system/nodraw or textures/system/caulk_nonsolid. What do you mean by reading a string file? Link to comment
undeadslayer Posted March 4, 2023 Author Share Posted March 4, 2023 Quote What do you mean by reading a string file? I need to be able to look at the coding in the string file with the coding intact. Link to comment
NAB622 Posted March 5, 2023 Share Posted March 5, 2023 What string file, and what coding? I'm not sure what you're talking about. Link to comment
undeadslayer Posted March 5, 2023 Author Share Posted March 5, 2023 Quote What string file, and what coding? I'm not sure what you're talking about. I figured it out, don't worry about. Link to comment
undeadslayer Posted March 11, 2023 Author Share Posted March 11, 2023 I'm having a problem with gtkradiant 1.4. I just installed it and this is popping up: How do I fix this? Link to comment
NAB622 Posted March 14, 2023 Share Posted March 14, 2023 Radiant 1.4 might be trying to load files from another version of Radiant. Is it installed in a separate location from every other version? Also, IIRC 1.4 needs to be run as administrator. Link to comment
undeadslayer Posted April 3, 2023 Author Share Posted April 3, 2023 Quote Radiant 1.4 might be trying to load files from another version of Radiant. Is it installed in a separate location from ever other version? Sorry for the late reply, 1.4.0 is now the only version that is installed. Quote Also, IIRC 1.4 needs to be run as administrator. What is the IIRC? Also shouldn't there be more misc items in this list than what is showing? Link to comment
NAB622 Posted April 3, 2023 Share Posted April 3, 2023 On Windows Vista and above, you have to right-click Radiant and choose "Run as administrator" or it will be unable to save map files. I haven't tried it on Windows 10, since I no longer use Windows. Also, your entity list looks fine, nothing to worry about. You'll likely only use a handful of the misc_ entities anyway. Link to comment
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