*Glass, turrets, trigger questions* *still unsolved*
Quote from spongylover123 on December 5, 2011, 7:48 pmBumping for needing help
Bumping for needing help
Quote from Mr. P. Kiwi on December 8, 2011, 12:57 pm3) If you'd use a point_template, it will also spawn the properties of the template entity.
6) Use a env_texturetoggle to change the skin, just link this entity with your cube and send an output of
OnTrigger - texturetoggle - SetTextureIndex - (the skin number you want)
3) If you'd use a point_template, it will also spawn the properties of the template entity.
6) Use a env_texturetoggle to change the skin, just link this entity with your cube and send an output of
OnTrigger - texturetoggle - SetTextureIndex - (the skin number you want)
Quote from spongylover123 on December 8, 2011, 6:59 pmMr. P. Kiwi wrote:3) If you'd use a point_template, it will also spawn the properties of the template entity.
6) Use a env_texturetoggle to change the skin, just link this entity with your cube and send an output of
OnTrigger - texturetoggle - SetTextureIndex - (the skin number you want)Point_template works
The texture toggle doesn't work with cubes or physics objects
6) Use a env_texturetoggle to change the skin, just link this entity with your cube and send an output of
OnTrigger - texturetoggle - SetTextureIndex - (the skin number you want)
Point_template works
The texture toggle doesn't work with cubes or physics objects
Quote from Spam Nugget on December 8, 2011, 8:06 pmto change the skin of a cube, send it the input "skin" and the corresponding number of the skin you want. hammer will say that skin is an invalid command, but i just tried this and it works so what does hammer know?
to change the skin of a cube, send it the input "skin" and the corresponding number of the skin you want. hammer will say that skin is an invalid command, but i just tried this and it works so what does hammer know?

I think in terms of boolean variables. Generally, it makes things easier.
Quote from spongylover123 on December 8, 2011, 9:21 pmSpam Nugget wrote:to change the skin of a cube, send it the input "skin" and the corresponding number of the skin you want. hammer will say that skin is an invalid command, but i just tried this and it works so what does hammer know?Works perfect, thanks!
Edited the first post
Works perfect, thanks!
Edited the first post
Quote from Mr. P. Kiwi on December 9, 2011, 3:32 amI reworked my idea of turret being knocked over. This time place a small func_breakable textured with nodraw IN the turret (leave the other entities), and of course, these outputs:
OnHealthChanged - npc_portal_turret_floor - Disable
OnHealthChanged - npc_portal_turret_floor - DisableGagging
OnHealthChanged - env_physimpact - Impact
http://dl.dropbox.com/u/9132584/Portal% ... _knock.jpg - how big the nodraw brush should be
Again I have no idea if this will work as I have no time to test now, you should check it.
Hope it helps
I reworked my idea of turret being knocked over. This time place a small func_breakable textured with nodraw IN the turret (leave the other entities), and of course, these outputs:
OnHealthChanged - npc_portal_turret_floor - Disable
OnHealthChanged - npc_portal_turret_floor - DisableGagging
OnHealthChanged - env_physimpact - Impact
http://dl.dropbox.com/u/9132584/Portal% ... _knock.jpg - how big the nodraw brush should be
Again I have no idea if this will work as I have no time to test now, you should check it.
Hope it helps
Quote from TheCakeIsASpy on December 9, 2011, 8:00 am1. I don't know either, but you can make glass_gib props as prop_physics, point_templete it, make an env_entity_maker in the glass center and make sure you pick the glass' point_templete, then, make a nodraw breakable or any other trigger type and program:
[NAME OF TRIGGER TYPE] -> [NAME OF ENTITY MAKER] -> ForceSpawn
2. A nodraw breakable or func_portal_detector3. Make a point_servercommand somewhere and give it a name. Make a logic_auto (if you want to be on the beggining, can be trigger any other way)
OnMapSpawn -> [NAME OF SERVERCOMMAND] -> Command -> [NAME OF CONSOLE COMMAND]
Note: If you want mulitpule commands, seperate them with a ";"
Example: sv_cheats 1;noclip;sv_cheats 0
1. I don't know either, but you can make glass_gib props as prop_physics, point_templete it, make an env_entity_maker in the glass center and make sure you pick the glass' point_templete, then, make a nodraw breakable or any other trigger type and program:
[NAME OF TRIGGER TYPE] -> [NAME OF ENTITY MAKER] -> ForceSpawn
2. A nodraw breakable or func_portal_detector
3. Make a point_servercommand somewhere and give it a name. Make a logic_auto (if you want to be on the beggining, can be trigger any other way)
OnMapSpawn -> [NAME OF SERVERCOMMAND] -> Command -> [NAME OF CONSOLE COMMAND]
Note: If you want mulitpule commands, seperate them with a ";"
Example: sv_cheats 1;noclip;sv_cheats 0

More information Here
"Pretty is better than ugly, but if it doesn't work, ugly is better than pretty"
-Phyton
Quote from spongylover123 on December 10, 2011, 1:19 pm@Mr. P. Kiwi
The Func_breakable gives a physics penetration error if touched by the turret in hammer, because it is a solid entity nodraw or not.
`
@TheCakeIsASpy
1. I dont want it to break when touched.
2. Shot at by a bullet
3. doesnt work with binds
@Mr. P. Kiwi
The Func_breakable gives a physics penetration error if touched by the turret in hammer, because it is a solid entity nodraw or not.
`
@TheCakeIsASpy
1. I dont want it to break when touched.
2. Shot at by a bullet
3. doesnt work with binds
Quote from spongylover123 on December 17, 2011, 12:41 pmBump.
Bump.
Quote from JustinKingr on December 18, 2011, 1:23 amIs this good enough for number 3?
Is this good enough for number 3?



