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NAB622

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Posts posted by NAB622

  1. 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)

  2. 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.

  3. 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:

    Screenshot-2023-02-18-135937.png

    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.

  4. I do not believe this is possible. The only way I can think of doing it would be to use a script to copy the player's origin to the swoop bike, then copy the origin of the swoop bike to itself in the same instant to force it to move. Even if it works, it is most likely just going to telefrag the player.

    Not to mention, swoops have a bug in MP where if one player is on a swoop, other player's cameras can spin like crazy, making the game unplayable. I recommend avoiding them, at least for base game.

  5. 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.

  6. I think there's a lot of misunderstandings leading to the result you are getting.

    What exactly are you trying to get the door to do on the cargo container? If you want it to follow the cargo container around the map, it can not be functional unless the cargo container is stationary. And even in this case, the door and  the cargo container must be operated using a script, which will complicate things in a different way.

    As far as the path_corners, I do not know why you are seeing those odd results in Radiant, and I do not have access to Radiant right now. My best guess is that one of the entities got dragged off into the void somewhere by accident. However, I'm pretty sure they're all supposed to be classname path_corner (Not path_corner1, path_corner2, etc), and each one is supposed to be targeted at the next one. If you want an example of a working func_train, open the sample map mp/ffa5. There's a func_train elevator in the tall building.

     

    This is all irrelevant if you use a script, though; the script would have to replace the movement of the func_train, as well as determining the position and movement of the door.

     

    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.

    If you absolutely must have a door, just know the limitations, and that you will have to script everything.

  7. Sorry I took so long to respond.

    From what I can see, the current behavior of the map should be that the func_train entity will move around the map without the two door entities. The door entities will stay exactly where they were placed in Radiant and function as a usable door, floating in mid-air. There is no angle specified on the doors, so I do not know if they will move anywhere, but they will be usable.

    Is this what you are experiencing in-game?

  8. The two issues I do see right now are that there are no scripts attached to the door, and the door has the player_use flag without a wait key, which will cause it to misbehave when used. However, neither of these should cause the door to disappear. Right now all I can do is blindly guess, which isn't going to be helpful.

    Can you post the .map file?

  9. Looking at the photos, I'm not sure what's going on. I'll need some more details to be able to tell. Can you start with the entity window data for the door and the scriptrunner, and maybe a screenshot of the entire cargo container in Radiant?

    As far as a target_scriptrunner, it is not a brush entity, so you can place it anywhere in the map and it will function just fine. There is also a way around using it, which you can probably do here, but one thing at a time.

  10. Wow...I actually can't find any of the old resources regarding server.cfg any more. Does anyone happen to know one? That really needs fixed, it's guaranteed to kill the game off. I can make a web page to help create a server.cfg, but I need a sample to work from and I don't have my old server.cfg any more.

    That said - I don't see any options regarding ysalamiri in server.cfg, but I can't find any samples to check. Are you running the dedicated server from the same game files you are playing from?

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