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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.
    - Hugh 'Hugh' Lloyd

    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

    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.
    - Skyler 'Zipster' York

    Adding Single-Player Weapons to Half-Life 2
    15/12/04 06:52pm PST
    Covers the process behind adding weapons to a single-player Half-Life 2 modification.
    - Skyler 'Zipster' York

    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

    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)

    XSI EXP for Half-Life 2 Tutorial - Camera Control
    23/09/04 12:43am PDT
    A SOFTIMAGE|XSI tutorial explaining all of the camera controls available to you in XSI!
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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

    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

    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

    Invisible Usable Trigger
    [Mon Mar 03, 2003 / 07:06pm PST] Chris 'autolycus' Bokitch - comments (1) comments enabled

    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.

    article created on Mon Mar 03, 2003 / 06:59pm PST
    this item has been viewed 1330 times
    [Half-Life / mapping]

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    Mikael
    Sun Jan 01, 2006 / 02:17pm PST

      A very useful article, thx! ;)

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