The Old Man
2002-09-01, 00:06
Author Message
greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 19 Aug 2002 08:25 am Post subject: Target Speakers and Objectives
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Hi, I was just wondering. After reading the tutorial about making a breakable radio with a target speaker, Im trying to have a target speaker linked to an objective. Is this possible, and if so, can I have 2 different target speakers linked to it??? I followed the directions according to the tutorial, and I did get the two links ot each other, but it doesnt seem to work. Does that tutorial work for objectives?
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Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 19 Aug 2002 10:49 am Post subject:
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Good Day All
Two ways of doing this, by script, see the beach map script or have the objective target a relay then as many speakers as you want.
Dt
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greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 19 Aug 2002 11:34 am Post subject:
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Hi DT..thanks for responding....can u go into more detail about either of the two?? What do u mean by making the objective target a relay? As it is right now, I have a trigger brush linked to my objective brush, and I was able to link 2 target speakers to my objective brush as well. Only thing is its not working. LOL
So what is your way in more detail?? Thanks
Nick
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Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 19 Aug 2002 11:51 am Post subject:
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Don't know about how to make the script way work, but its in beach, I found this way easier.
function_exsplosive
(all the bits that make it go bang)
target klaxon_sound
target_relay
targetname klaxon_sound
target klaxon
target_speaker
loop_off
targetname klaxon
noise sound/world/klaxon.wav
You dont realy need the relay, but in my map, when testing had a button added so I turn off the noise.
ope this helps
Dt
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greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 19 Aug 2002 11:02 pm Post subject:
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Hmm, still not working DT...maybe I should explain better what I need done. One of my objectives is the radar/radio room...what I need is, BEFORE obj is blown up, I want 2 different sounds to be playing (radar ping and radio static)...I want the sounds (which are looped constantly) to STOP after objective is blown, cuz obviously no signals can be sent/received with no radar console.
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Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 12:57 am Post subject:
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Good Day All
Speakers dont have to all play the same sound just link them to the same relay.
This wont work if you loop the sound, once triggered, the relay will keep firing at its targets.
To get the affect you want add a timer.
func_timer
start_on
target sound_klaxon
This will fire at the ralay at spawn, then blowing the oblect will turn off the sound.
Dt
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greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 20 Aug 2002 03:11 pm Post subject:
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Thank you very much DT...the func_timer worked great....had to figure out how to link all the entities to make it work the way I want, but it worked. Any chance I can bother you again?? Seems you know this stuff pretty good.
Anyways....In my map, if you saw it, there is an objective that is a drill bit/head down underground. I rebuilt the one that was previously there on the map I posted. It now is actually a rotating drill which I made out of func_rotate. Basically, built it like a fan. LOL. Well, being that its a roate entity, its not a func_explosive entity anymore. I searched 2 other forums for this info, and nothing comes up. Is it possible to have a func_rotate entity be a func_explosive/objective so when it blows up, the rotating not only stops, but the entity disappears. My first idea would be to make a func_static of the stopped/damaged drill bit, but how would I go about making that rotation entity a func_explosive???
Thanks in advance
Nick
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Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 21 Aug 2002 12:43 am Post subject:
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Good Day All
Had a quick play with the functon_rotate entity. Could not make it work like you want.
Then I had another looking at your map and had an idea, don’t rotate the objects, animate the textures to make them look as if they’re rotating. You will have to remove the md3 models and make brush models to replace them.
This will allow you to make the drill function_exsplosive.
For an example of an animated texture open the liquids.shader and look at texture/liquids/water_beach3.
You will need to make up a shader and textures to do this but It will give you the affect that you want.
Dt
After thought.
If its just the drill shaft you want to rotate, find the texture you want for the drill shaft and make up a shader that will scroll the texture across the brush(probly look better on a cylinder patch). Most water shaders have this feature.
Dt
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greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 21 Aug 2002 05:11 am Post subject:
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Thats a great idea DT.....It cool because I had already replaced the md3 with a gear type brush to rotate anyways. So now I just need to make the texture itself rotate...well, some redesigning of the gear itself to make it a viable option of just a moving texture will need to be done. But thanks for the input!!!
Nick
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krekits
Joined: 04 Aug 2002
Posts: 33
Posted: 21 Aug 2002 05:55 am Post subject:
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Quote:
how would I go about making that rotation entity a func_explosive???
You can't, it's impossible. One entity can only have one function, it can't be combined into two or more functions.
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greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 25 Aug 2002 01:00 am Post subject: YAY!!!!
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YAY!!! Just wanted to say I figured out how to make the drill bit head rotate, and still have the drill column a func_explosive, as well as all my target_speakers stopping after explosion. yay!! Im so happy today!!!
greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 19 Aug 2002 08:25 am Post subject: Target Speakers and Objectives
--------------------------------------------------------------------------------
Hi, I was just wondering. After reading the tutorial about making a breakable radio with a target speaker, Im trying to have a target speaker linked to an objective. Is this possible, and if so, can I have 2 different target speakers linked to it??? I followed the directions according to the tutorial, and I did get the two links ot each other, but it doesnt seem to work. Does that tutorial work for objectives?
Back to top
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 19 Aug 2002 10:49 am Post subject:
--------------------------------------------------------------------------------
Good Day All
Two ways of doing this, by script, see the beach map script or have the objective target a relay then as many speakers as you want.
Dt
Back to top
greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 19 Aug 2002 11:34 am Post subject:
--------------------------------------------------------------------------------
Hi DT..thanks for responding....can u go into more detail about either of the two?? What do u mean by making the objective target a relay? As it is right now, I have a trigger brush linked to my objective brush, and I was able to link 2 target speakers to my objective brush as well. Only thing is its not working. LOL
So what is your way in more detail?? Thanks
Nick
Back to top
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 19 Aug 2002 11:51 am Post subject:
--------------------------------------------------------------------------------
Don't know about how to make the script way work, but its in beach, I found this way easier.
function_exsplosive
(all the bits that make it go bang)
target klaxon_sound
target_relay
targetname klaxon_sound
target klaxon
target_speaker
loop_off
targetname klaxon
noise sound/world/klaxon.wav
You dont realy need the relay, but in my map, when testing had a button added so I turn off the noise.
ope this helps
Dt
Back to top
greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 19 Aug 2002 11:02 pm Post subject:
--------------------------------------------------------------------------------
Hmm, still not working DT...maybe I should explain better what I need done. One of my objectives is the radar/radio room...what I need is, BEFORE obj is blown up, I want 2 different sounds to be playing (radar ping and radio static)...I want the sounds (which are looped constantly) to STOP after objective is blown, cuz obviously no signals can be sent/received with no radar console.
Back to top
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 20 Aug 2002 12:57 am Post subject:
--------------------------------------------------------------------------------
Good Day All
Speakers dont have to all play the same sound just link them to the same relay.
This wont work if you loop the sound, once triggered, the relay will keep firing at its targets.
To get the affect you want add a timer.
func_timer
start_on
target sound_klaxon
This will fire at the ralay at spawn, then blowing the oblect will turn off the sound.
Dt
Back to top
greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 20 Aug 2002 03:11 pm Post subject:
--------------------------------------------------------------------------------
Thank you very much DT...the func_timer worked great....had to figure out how to link all the entities to make it work the way I want, but it worked. Any chance I can bother you again?? Seems you know this stuff pretty good.
Anyways....In my map, if you saw it, there is an objective that is a drill bit/head down underground. I rebuilt the one that was previously there on the map I posted. It now is actually a rotating drill which I made out of func_rotate. Basically, built it like a fan. LOL. Well, being that its a roate entity, its not a func_explosive entity anymore. I searched 2 other forums for this info, and nothing comes up. Is it possible to have a func_rotate entity be a func_explosive/objective so when it blows up, the rotating not only stops, but the entity disappears. My first idea would be to make a func_static of the stopped/damaged drill bit, but how would I go about making that rotation entity a func_explosive???
Thanks in advance
Nick
Back to top
Detoeni
Joined: 04 Aug 2002
Posts: 29
Location: U.K.
Posted: 21 Aug 2002 12:43 am Post subject:
--------------------------------------------------------------------------------
Good Day All
Had a quick play with the functon_rotate entity. Could not make it work like you want.
Then I had another looking at your map and had an idea, don’t rotate the objects, animate the textures to make them look as if they’re rotating. You will have to remove the md3 models and make brush models to replace them.
This will allow you to make the drill function_exsplosive.
For an example of an animated texture open the liquids.shader and look at texture/liquids/water_beach3.
You will need to make up a shader and textures to do this but It will give you the affect that you want.
Dt
After thought.
If its just the drill shaft you want to rotate, find the texture you want for the drill shaft and make up a shader that will scroll the texture across the brush(probly look better on a cylinder patch). Most water shaders have this feature.
Dt
Back to top
greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 21 Aug 2002 05:11 am Post subject:
--------------------------------------------------------------------------------
Thats a great idea DT.....It cool because I had already replaced the md3 with a gear type brush to rotate anyways. So now I just need to make the texture itself rotate...well, some redesigning of the gear itself to make it a viable option of just a moving texture will need to be done. But thanks for the input!!!
Nick
Back to top
krekits
Joined: 04 Aug 2002
Posts: 33
Posted: 21 Aug 2002 05:55 am Post subject:
--------------------------------------------------------------------------------
Quote:
how would I go about making that rotation entity a func_explosive???
You can't, it's impossible. One entity can only have one function, it can't be combined into two or more functions.
Back to top
greekdish
Joined: 04 Aug 2002
Posts: 31
Posted: 25 Aug 2002 01:00 am Post subject: YAY!!!!
--------------------------------------------------------------------------------
YAY!!! Just wanted to say I figured out how to make the drill bit head rotate, and still have the drill column a func_explosive, as well as all my target_speakers stopping after explosion. yay!! Im so happy today!!!