thank you good sir.
Do you, by any chance, know how to make working light switches? <.<
thank you good sir.
Do you, by any chance, know how to make working light switches? <.<
Create a func_button, and make an output with the following settings:
My output named: OnPressed
Targets entities named: whatever you named your light entity
Via this input: Toggle
Good for you pal, that looks better than my first map.
Ha. I figured out the button. Also, there doesn’t appear to be a single regular lightswitch model or texture in the game, which I have a hard time believing. I don’t want to have to use that stupid red button thing in this picture:
[EDIT: Okay never mind, the button most definitely does not work. This is really frustrating. I followed the Valve Developer wiki, which says you have to have the button do ‘Fireuser1’ and then have the target have an output of ‘onUser1’ with the target of ‘!self’. Unfortunately, as soon as I enter ‘!self’ the damn thing turns red and stops working as an output. On top of that, there are like 4 different ways of turning the fucking thing on listed: ‘enable’, ‘activate’ ‘turnon’ and ‘toggle’. What the fuck?]
Tried my method yet? Far simpler, and it should work.
Yeah I did, when I entered the name of my light entities in the target box, ‘toggle’ no longer became available. Nothing is simple, basically. I might have to bail on the idea of having a neat spotlight with glow and dustmotes being toggle-able.
Are you using point_spotlights?
edit:
I just reread your post, and I would guess that you are; use light_spot instead.
Here’s what I have set up: An env_sprite that is turned off initially, a light_spot AND a point_spotlight. I am guessing that point_spotlight casts the awesome light beam, while light_spot actually casts the light? Because that’s the effect I want. I also have a func_dustmotes that is disabled by default. All of these things are called ‘spotlight1’. I must be doing something wrong… I’m sure I am. The entities of Hammer are utterly confusing to me so far.
Ha! Got it. I have to make them all aim at each other in a line, and have two outputs per entity, one turning the next one on and the other targeting the next entity in line.
That there is high praise! Be proud, Ibanez. Be proud.
I’m being humble… being humble…
NO IM NOT
Damn that map is looking nice! Props man. I made some simple (yet surprisingly popular) killboxes back in the day when I played HL2DM all the time. I learned through tutorials and through other mappers, but a big thing that helped was using VMEX to decompile more advanced maps, that way I could study and see exactly what other people did and how.
Thanks, I’ve had the idea floating around for a while. I’ve definitely wanted to make a horror thingy for a long time. New pictures coming very soon, just working on one niggling thing.
And here we go. You like how much I’ve double posted in this thread? I do.
Most of today was spent learning scripting and so on. Not too much physical progress was made.
In case you were wondering, the super mega intensity of the lighting will play a role in this sooner or later. I’m not just going ‘LOLOL HDR IN UR FACES’ for no reason.
Personally I LOVE the entity I/O system. It’s just awesome! :3
Though I’d like to see a better way of handling sequential outputs and such. Stringing together logic_relay entities is incredibly annoying. :meh:
Anyway, that first map is WAY better than my first map.
Awesome stuff.
you said you want it spooky?
but in all seriousness, thats a prime location for something to be waiting for you.
dear lord I lol’d
That looks awesome now :3
Instead of having it in a basement, have it outside with some large cliffs surrounding the shack
the more I look at that location, could it be a walk out basement? Like that shack would be the exit. From there you could have… possibly a dense forest. A scary, dimly lit forest filled with thick overgrowth and spooky distant sound effects. Or as Cameron said, Have it be a sheer drop with water crashing against the rock walls violently. Maybe throw in a water spray particle that shoots upwards towards the character with each wave hit…
ok this is starting to sound really hard to map.
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