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*Glass, turrets, trigger questions* *still unsolved*

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Bumping for needing help

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)

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Instance: Co-Op Tube Ride
Mr. 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

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?

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I think in terms of boolean variables. Generally, it makes things easier.
Spam 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

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

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Instance: Co-Op Tube Ride

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

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More information Here

"Pretty is better than ugly, but if it doesn't work, ugly is better than pretty"
-Phyton

@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

Bump.

Is this good enough for number 3?

vfIWoLqaoXo

It is NOT a sphere. It is an edgeless safety cube.
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