Scripting and parenting
Quote from Fracture on March 20, 2012, 1:35 pmwill 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
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
Quote from Lpfreaky90 on March 20, 2012, 2:26 pmEDITED 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!
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!
Quote from spongylover123 on March 20, 2012, 8:30 pmThere are levels of a game.
The levels are:
Texturing
Mapping
Modeling
Coding/ScriptingYou'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.
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.
Quote from Kaleido on March 20, 2012, 9:02 pmI 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.
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.
Quote from Fracture on March 20, 2012, 9:06 pmlpfreaky90 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?
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?
Quote from iWork925 on March 20, 2012, 9:31 pmFracture wrote:sorry, I am still one of those people that takes a LOT to get offended.
Challenge accepted.
Challenge accepted.

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."
Quote from ChickenMobile on March 20, 2012, 10:25 pmYou 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.
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.
Quote from Lpfreaky90 on March 20, 2012, 10:35 pmspongylover123 wrote:There are levels of a game.
The levels are:
Texturing
Mapping
Modeling
Coding/ScriptingYou'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
[/spoiler]
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
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 ![]()
Quote from Fracture on March 21, 2012, 1:07 pmI 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
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
Quote from Lpfreaky90 on March 21, 2012, 1:31 pmFracture 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 movingNo; 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.
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.

