Digital Paint Discussion Board
Development => Mapping => Topic started by: mik1 on March 13, 2007, 03:20:24 PM
-
how to make shoot to active buttons? and are they able to move?
-
I'm sorry, but I don't understand what you're asking.
Edit: Ok, I get what you're asking now. You can make buttons shootable by giving them a health value. Just "health" "1" should do the trick. As for movement, I think "lip" controls how far buttons move, and angle controls the direction. Note that lip isn't the distance the button moves, but how much is left over after it moves.
-
thank you if i make heath 2 do it need 2 shots?
-
I think 100 is the damage a paintball does, so you'd need to make the health 200 to take 2 shots. Experiment with it.
-
how do i make: press button, train goes road, press button, repeat
-
Try doing a google search for quake2 func_train tutorial. I'm not sure if they can be triggered by buttons or not. If the train only needs to go in one direction, you could use something like a func_door, which I know works with buttons.
-
how to make flashing lights?
-
Flashing lights should be avoided because they can cause severe framerate hits on some video cards. However, to use them, you need to use a lighting style. This can only be used with "light" entities (not light emitting surfaces).
http://www.gamedesign.net/node/27
-
how to make players automatically have equipment?
-
"GiveGun" "(value)"
"GiveHopper" "(value)"
"GiveAmmo" "(value)"
"GiveBarrel" "(value)"
"GiveCO2" "(value)"
"LoadedCO2" "(value)"
This is all in the help file, though. Look there before consulting us.
-
Flashing lights should be avoided because they can cause severe framerate hits on some video cards. However, to use them, you need to use a lighting style. This can only be used with "light" entities (not light emitting surfaces).
http://www.gamedesign.net/node/27
I've read through this (http://www.gamedesign.net/node/27) but I do not understand.
-
Set "style" to a number from 1 to 11 in the "light" entity, and it will have one of the effects listed on that page.
-
By style you mean the strobes and stuff?
I also don't understand the colors either.
-
By "style", I mean add a key called "style" to your "light" entity with a value anywhere from "1" to "11". Depending on what value you put in there, it will give you a different effect.
-
Ok now how do you change the colors?
-
Ok now how do you change the colors?
http://dplogin.com/forums/index.php?topic=5896.0
-
Thanks
Ok so I've entered "style" "4" then "_color" "0.000000 1.000000 0.000000", and then exported it in the qbsp vis rad.bat. It didn't work. Did I do something wrong?
-
how do i make that you have always press button to move train?
-
how do i make plant?
-
how do i meke plant?
Like this one?
-
Thanks
Ok so I've entered "style" "4" then "_color" "0.000000 1.000000 0.000000", and then exported it in the qbsp vis rad.bat. It didn't work. Did I do something wrong?
You put those in a "light" entity, right? Is it emitting light at all? Note that your map needs to be sealed for the compile process to work properly. If you see "*** leaked ***" while it's compiling, then lighting won't work correctly.
-
how do i meke plant?
Like this one?
yes so how do i make that?
-
Use a func_model entity:
-
How many models are there?
-
Not many. You got the plant, paint splats, the weapons/items (ammo, barrels, etc.), the pong ball, and old flag models (I think they are the old ones at least). If you want any more you have to make them yourself. Oh, and if you want to use the player model, like in my Ice Man (http://dplogin.com/forums/index.php?topic=5705.0) thing, copy/paste everything over to the "\pball\models" directory so you don't get the "You're using modified content" warning.
-
Ice Man? What is that?
-
Click on the link. :P
-
So how exacly would you make a model?
I mean you need a program right?