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recent articles
NPC and Item Placement Theory
17/03/05 11:35pm PST
Non-Player Character (NPC) and item placement can influence both the gameflow and immersion of a level. This article aims to give some pointers on how to properly place them.
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Got Props?
13/03/05 08:32am PST
A common problem in HL2 mapping is props not showing up in game. This article explains why and offers solutions.
- Jeff 'Yesukai' Pritchard
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Simulating Randomness
18/12/04 11:29pm PST
This article focuses on how to properly simulate random events that should occur at a certain average frequency, or within a certain probability per period of time.
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Your world in HL2
06/12/04 12:17am PST
This article gives tips and advice to anyone wanting to make custom photorealistic textures to be used in Half-Life 2.
- Oksid
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Hiding in Shadow
21/08/04 01:11pm PDT
Describes how to create a function that has monsters disregard you if you are hiding in a certain level of "darkness," which can be set from within map properties.
- Anders [Wolf] Jenbo (NoBody)
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Bump Mapping in Half-Life
08/08/04 11:58am PDT
Details a method of achieving real-time bump mapping in Half-Life, and provides an implementation of the algorithm.
- Francis 'DeathWish' Woodhouse
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Real-Time "TRON 2.0" Glow For Low-Spec Hardware
19/06/04 02:06pm PDT
A sequel to the original "Real-Time 'TRON 2.0' Glow" article, this describes how to implement real-time glow that works on low-spec graphics cards.
- Francis 'DeathWish' Woodhouse
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Hitboxes and Code
05/06/04 06:25pm PDT
How do I make only one part of a monster take damage? Learn about the relationship between model hitboxes and what you can do with them in a characters code.
- Jonathan 'Teh_Freak' Smith
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Introduction
It it occasionally handy to have an invisible non-tangible area that can be "used" to trigger an event. The easiest example to come up with is a set of double doors that must be triggered at the same time. Normally, if you wanted them to open at the approach of a player, you'd just use a trigger_multiple. But say you wanted the player to have to "use" the doors to open them. It's easy to set it up.
Setup
The Event The event can be anything that needs to be triggered. For simplicity's sake, we'll stick with the double doors mentioned above. Using func_door_rotating entites, create the doors as you want them, and give them both the same name.
The Trigger As stated above, rather than using a trigger_multiple to open the doors, we're going to use a func_rot_button. This won't exactly be a standard func_rot_button though. The most non-standard thing about it is it doesn't need an origin brush. Since its also going to be invisible, you can use the AAATRIGGER texture on it so it stands out as a trigger.
Below are the relevant entity properties you'll want to set.
- Render Mode (rendermode) - This should be set to Texture (2).
- FX Amount (renderamt) - This setting should be kept at 0. Along with the above setting, this will make the entity invisible.
- Targeted object (target) - Set this to the name of the doors, or of the event you want to activate.
- Sounds (sounds) - This should be set to 0 so that no sound is played when the button is activated.
- Delay before reset (wait) - The value of this will determine how often the button can be activated. For this example, a value of 4 is good.
- Distance (deg) (distance) - Set this to 0. This will cause the button to not move at all, immediately activating its target.
You'll also need to set the "Not Solid" flag in the func_rot_button Flag properties section.
That's that. As you can see, it's really not that complicated, but its not something that would immediately come to mind, but more of an alternate use. If you want a premade example map, refer to the file below.
Example
For a more concrete illustration, check out the example map linked below.
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article created on Mon Mar 03, 2003 / 06:59pm PST
this item has been viewed 1330 times
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[Half-Life / mapping]
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Mikael
Sun Jan 01, 2006 / 02:17pm PST
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A very useful article, thx! |
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