Looking for some mapping help
Quote from Fresh on June 2, 2011, 6:30 pmHey i am new to these forums and map making (~2 weeks experience). I have managed to grasp hold of many things within my two weeks but i am stuck on two things:
1) How do i attach video_arm.mdl to a panel top (arm_interior_128_paneltop.mdl), and how do i use the video_arm animation to move the panel ? what do i need to put in for the logic_auto's and logic-relay's
2) I have put a crusher above the exit door, this is because there is two ways to complete my map one with reportling glitch and one without reportling glitch. Now i want to set it up so that if you trigger the trigger the crusher wont kill you but, if you cheat (reportal glitch) and do not activate the trigger when you get at the end the crusher will kill you
. Now how do i do that ?
Thank you for reading, hopefully you can help me out !
Hey i am new to these forums and map making (~2 weeks experience). I have managed to grasp hold of many things within my two weeks but i am stuck on two things:
1) How do i attach video_arm.mdl to a panel top (arm_interior_128_paneltop.mdl), and how do i use the video_arm animation to move the panel ? what do i need to put in for the logic_auto's and logic-relay's
2) I have put a crusher above the exit door, this is because there is two ways to complete my map one with reportling glitch and one without reportling glitch. Now i want to set it up so that if you trigger the trigger the crusher wont kill you but, if you cheat (reportal glitch) and do not activate the trigger when you get at the end the crusher will kill you
. Now how do i do that ?
Thank you for reading, hopefully you can help me out !
Quote from p0rtalplayer on June 2, 2011, 7:55 pmFor number 2, have the crusher be controlled by a relay that is enabled by default. If the player cheats and does not activate a trigger which disables the crusher, then they will be crushed.
For number 2, have the crusher be controlled by a relay that is enabled by default. If the player cheats and does not activate a trigger which disables the crusher, then they will be crushed.
Quote from Fresh on June 2, 2011, 9:17 pmp0rtalplayer wrote:For number 2, have the crusher be controlled by a relay that is enabled by default. If the player cheats and does not activate a trigger which disables the crusher, then they will be crushed.So start the crusher enabled an put something like this in
Logic_relay - OnTriggr >>> crusher_1 >>> disable
Trigger_once - OnStartTouch >>> logic_relay >>> Trigger
So start the crusher enabled an put something like this in
Logic_relay - OnTriggr >>> crusher_1 >>> disable
Trigger_once - OnStartTouch >>> logic_relay >>> Trigger
Quote from NocturnalGhost on June 5, 2011, 5:04 pmFresh wrote:1) How do i attach video_arm.mdl to a panel top (arm_interior_128_paneltop.mdl), and how do i use the video_arm animation to move the panel ? what do i need to put in for the logic_auto's and logic-relay'sFor this scenario, you would parent the panel to the arm initially, then in the logic_auto output "OnMapSpawn", target your panel with the input "SetParentAttachmentMaintainOffset" and the parameter "monitor_attach", which is the attachment point name.
Then use your logic_relay output to control the arm's animation, via the "setanimation" input.
The only issue is that the arm you want to use isn't really made for panels, so the animation may not do what you want it to. It moves outwards, then jumps back in a bit, as it was made for Wheatley's monitors in the game, so if you just want to raise a panel or whatever, it may look strange.
If this is a problem, have a look through the models for something more suitable for your purpose. The above stuff will still apply, with the exception of the attachment point name, which varies from model to model. To find out a model's attachment point names, load it up on the model viewer (not Hammer's in-built one).
For this scenario, you would parent the panel to the arm initially, then in the logic_auto output "OnMapSpawn", target your panel with the input "SetParentAttachmentMaintainOffset" and the parameter "monitor_attach", which is the attachment point name.
Then use your logic_relay output to control the arm's animation, via the "setanimation" input.
The only issue is that the arm you want to use isn't really made for panels, so the animation may not do what you want it to. It moves outwards, then jumps back in a bit, as it was made for Wheatley's monitors in the game, so if you just want to raise a panel or whatever, it may look strange.
If this is a problem, have a look through the models for something more suitable for your purpose. The above stuff will still apply, with the exception of the attachment point name, which varies from model to model. To find out a model's attachment point names, load it up on the model viewer (not Hammer's in-built one).
