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Shaders: View Distance


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What I'm considering is a sprite that shows up as you approach a sign that would be in the star wars language and generally unreadable, or the text would be too small in game anyways. So as you get closer the larger, English text sprite would appear on the sign effectively translating what it says.

 

If its not possible I may just go with a trigger_multiple aimed at a private target_print

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make the surface, make another surface with the message upon the other brush. convert the message surface in a func_usable and make 2 trigger_multiple for player, if the player touch the exter trigger, the func_usable switch to off, if touch the inner trigger, the func_yusable turn on and show the text. :)

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make the surface, make another surface with the message upon the other brush. convert the message surface in a func_usable and make 2 trigger_multiple for player, if the player touch the exter trigger, the func_usable switch to off, if touch the inner trigger, the func_yusable turn on and show the text. :)

 

Not sure how that would work.

 

If you had two triggers within each other, one turning the wall or usable off and the other turning it on they would conflict. If you had the off trigger be surrounding the on trigger so that as soon as the activating player left that area that wouldn't work either as multiple players would cause that not to work.

 

The only real workaround is either the target_print method or having one trigger target a func_wall with the message that only displays it for a certain amount of time with the wait time on the trigger_multiple equalling that time. So if the player is in the area for more than the timer it would keep displaying, but if they walked away then it would turn off.

Asgarath83 likes this
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