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NAB622's Achievements

  1. No, it does not. You can differentiate between bots and players, but that's all.
  2. Bummer. I don't have any means to test anything right now, either. Sorry. Good to know, though.
  3. If I understand what you're doing correctly.... You are correct in using the clipper tool. You can do two point or three point clips. After making your points, you can press enter to accept the change, ctrl+enter to change which side of the points to clip, or shift+enter to slice the brushes through without removing anything. I believe shift+enter is what you want, yes?
  4. You cannot connect vertices from different patches, but you can use Ctrl+G to snap the selected vertices to the grid, which should visually have the same effect.
  5. I believe so. I know it works with other parameters like _lightmapscale, so I don't see why _minlight would be any different.
  6. There are two decent solutions here: Use -bounce on your light compile. It will give you the exact effect you are looking for (Light bouncing from surface to surface), but it will cost extra time to render. 3-4 bounces should do it. A quicker solution is just adding more light sources to the room. If you want the fastest (Although worst looking) solution, you can use _minlight on the brushwork below the x-wing to prevent any harsh shadows (Make it a func_group first). A value like 25-30 will probably work fine.
  7. Honest question, don't you mean func_group instead of func_static?? I thought entities were culled during an ASE conversion.
  8. ...After some careful thought, I think this might just be possible. Create a massive trigger_multiple that encompasses your entire map, target it at a target_scriptrunner with the runonactivator flag, and have it check for which weapon is equipped. If the thermal detonator is equipped, change a SET_PARM value on the NPC/Player that triggered the script. From there, you'll need to transfer the value from the player's SET_PARMs to a global variable, but there are many easy tricks to do that, depending on how your level is set up, assuming this is single player. The downside to this is that it might slow the game down, so you'll want to activate the trigger only when needed, and deactivate it as soon as it has served it's purpose.
  9. I don't know about the -patchmeta flag, but I can tell you that there has to be at least one brush in the map for the conversion to work. If you don't have one, then just make a tiny brush that is textured with all caulking in the center of the map. Retry your conversion and it should work fine, despite the added brush being useless.
  10. 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.
  11. 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.
  12. 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.
  13. 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'.
  14. Does the game throw an error? We can't really help without the error message, other than simply saying to remove the mod.
  15. No coding is required. To do it you would have to place the spawn points in a secluded area, with a trigger to instantly teleport players. The biggest risk here is lots and lots of telefrags. And this is also assuming you can teleport players to the location of a moving func_train anyhow. Add in the aforementioned physics issues, and personally I don't think it's worth it. You're much better off just faking it visually. And honestly you can probably make it look better that way too.
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