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Scripting and parenting

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will someone tell me how to script-parent a light bridge to a brush? I know nothing of script. It hurts my brain trying to learn it

Just when I think I understand the system, it changes on me.

EDITED since this comment was no longer required.

Ontopic:
No need for scripting; just use triggers ontrigger hardlightbridge, SetParent, Brushname should work.
the hard light bridge needs to be out while moving or it will stay at its original position!

There are levels of a game.
The levels are:
Texturing
Mapping
Modeling
Coding/Scripting

You're aiming too high, just try the easiest methods you can find and or do.
And I recommend just doing lp's method or just use the parent param.

I agree with LP; tumor jokes are not funny =

Also, Portal 2's "scripting" is remarkably easy and powerful... I can't imagine what would happen to you physically if you actually had to write code.

lpfreaky90 wrote:
No need to mention tumors since they can be really bad for people and people can get offended by such titles. So please keep that in mind next time.

Ontopic:
No need for scripting; just use triggers ontrigger hardlightbridge, SetParent, Brushname should work.
the hard light bridge needs to be out while moving or it will stay at its original position!

sorry, I am still one of those people that takes a LOT to get offended.

I tried parenting the bridge, but the setparent option wasn't even there. I entered it in anyway. Now what did you mean by it having to be out while moving? what does that even mean? outside the parent object physically?

Just when I think I understand the system, it changes on me.
Fracture wrote:
sorry, I am still one of those people that takes a LOT to get offended.

:wink: Challenge accepted.

Image
PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

You can add the parentname keyvalue manually into the lightbridge by turning off smartedit and creating a new key. The only problem with lightbridges is that whenever the lightbridge is on, the lightbridge beam will not follow with the lightbridge model. Therefore you have to disable the lightbridge when it is moving and re-enable it when it isn't.

?????????????????????????????TWP Releases | My Workshop
spongylover123 wrote:
There are levels of a game.
The levels are:
Texturing
Mapping
Modeling
Coding/Scripting

You're aiming too high, just try the easiest methods you can find and or do.
And I recommend just doing lp's method or just use the parent param.

I believe the hard light bridge entity doesn't have a parent entity. but just using a logic auto or logic relay should do.

On the original title thing again

Spoiler
it isn't really offensive but a lot of people die because of cancer; which also consist of a lot of tumors. For example a couple of weeks ago a friend of my brother died of a rare case of cancer. She was 22 years old. Seeing cancer, tumors all over the place can be really confrontational to people, specially to people who've just a dear one to this horrible disease.

During my normal life I am studying molecular life sciences and part of that is also searching why cancer develops. For me this is a very interesting topic but I've noticed before that I became "enthusiastic" about how cancer works. From my experience I know people can really get upset by it so you didn't insult me in any way. It's just something to be careful about ;)

I got it working just as i need it to. I wonder if this works for all entities? I have lights that don't seem to cover all surfaces as they should be doing. I got moving rooms that are not properly lit when they stop moving

Just when I think I understand the system, it changes on me.
Fracture wrote:
I got it working just as i need it to. I wonder if this works for all entities? I have lights that don't seem to cover all surfaces as they should be doing. I got moving rooms that are not properly lit when they stop moving

No; that is one problem with the source engine: Lights are calculated by vvis during compiling and they are static. So this gives problems. The only light source that is an exception is an env_projected_texture but you can only use one at a time.

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