Volume Damage Question...
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Franaticus Satanii
- Colour Sergeant
- Posts: 84
- Joined: Tue Aug 19, 2003 5:38 pm
- Location: Florida, USA
Volume Damage Question...
I wanted to create some "electrified" barbed wire fences in my map.
I added the volume damage as described in the "old tutorials" page (including adding the required info to my .scr file), and after compiling my map..the fences disappeared. I did leave out the [wait] variable as electricity waits for noone when you get shocked and I did not want a pause prior to damage.
Does the [trigger_multiple] get applied directly to the fence brush or do you put it on a second brush surrounding the fence brush....how does it work?
I read that tutorial a dozen times..I'll be damned if I can figure out why the fences dissappear.
Any ideas? I realize my "trigger" knowledge is faulty, anyone reign me in
to the correct way?
I added the volume damage as described in the "old tutorials" page (including adding the required info to my .scr file), and after compiling my map..the fences disappeared. I did leave out the [wait] variable as electricity waits for noone when you get shocked and I did not want a pause prior to damage.
Does the [trigger_multiple] get applied directly to the fence brush or do you put it on a second brush surrounding the fence brush....how does it work?
I read that tutorial a dozen times..I'll be damned if I can figure out why the fences dissappear.
Any ideas? I realize my "trigger" knowledge is faulty, anyone reign me in
to the correct way?
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
It is impossible to make anything foolproof because fools are so ingenious.
- General_DisArray
- Warrant Officer
- Posts: 142
- Joined: Tue Dec 17, 2002 4:17 am
- Location: magnolia, texas
i found this at Mohaa in a bagel site. look at the bottom for a electromap. it should show you how to do this in a way of electricity.
http://www.carbongraphx.com/mohaa/
oh yeah, when i want to add hurt or pain to a fence i just add a trigger_hurt brush around the area i want to hurt the player. then i just tell it how much damage to do. i haven't had to script anything, at least i can recall. and this might be just in SH. not too sure.
hope it helps
Gen_Dis
http://www.carbongraphx.com/mohaa/
oh yeah, when i want to add hurt or pain to a fence i just add a trigger_hurt brush around the area i want to hurt the player. then i just tell it how much damage to do. i haven't had to script anything, at least i can recall. and this might be just in SH. not too sure.
hope it helps
Gen_Dis
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Franaticus Satanii
- Colour Sergeant
- Posts: 84
- Joined: Tue Aug 19, 2003 5:38 pm
- Location: Florida, USA
Tutorial...
Do you know of a basic tutorial on triggers?
When you say
Do you encompass one brush with yet another...doesn't that violate the rule regarding overlapping brushes?
Sorry to be a pain in the ass....but this stuff is important
When you say
, is there an actual brush named "trigger" or do you create it with your texture, or caulk...that is the part I don't understand.i just add a trigger_hurt brush around the area i want to hurt the player
Do you encompass one brush with yet another...doesn't that violate the rule regarding overlapping brushes?
Sorry to be a pain in the ass....but this stuff is important
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
It is impossible to make anything foolproof because fools are so ingenious.
- General_DisArray
- Warrant Officer
- Posts: 142
- Joined: Tue Dec 17, 2002 4:17 am
- Location: magnolia, texas
no problem. you make a brush with any texture. it can be any size, b/c you will resize it to fit the area you wish to inflict pain. then, with that brush only still selected right click in the 2d window. go down in the menu to trigger then to hurt. and then the editor will automatically change the texture to a translucent green with the words "trigger" on it. that simple.
then you press "n" with the same brush selected and it will show you the entity properties window. and in the dialog box you will see that you put "damage" in the key and a value of "x". x being equal to the amout of damage you want to inflict to the player. i might be wrong, but i think it will hurt that player "x" amount every second they are in that trigger. you can use this and the other tutorial to get the effect of electricity you were wanting.
and to answer your question on a tut. for triggers, i don't know of any off the top of my head. i just learned about them as i go. there is so much you can do with triggers it is too much to learn in one sitting.
man i hope this helps!!
here is a photo of what it should look like in the editor.
[/url]
then you press "n" with the same brush selected and it will show you the entity properties window. and in the dialog box you will see that you put "damage" in the key and a value of "x". x being equal to the amout of damage you want to inflict to the player. i might be wrong, but i think it will hurt that player "x" amount every second they are in that trigger. you can use this and the other tutorial to get the effect of electricity you were wanting.
and to answer your question on a tut. for triggers, i don't know of any off the top of my head. i just learned about them as i go. there is so much you can do with triggers it is too much to learn in one sitting.
man i hope this helps!!
here is a photo of what it should look like in the editor.
[/url]-
Franaticus Satanii
- Colour Sergeant
- Posts: 84
- Joined: Tue Aug 19, 2003 5:38 pm
- Location: Florida, USA
Many Thanks...
Dude...awesome help...it makes sense finally.
I will send a pk3 file of my map for "shits and giggles". Just be gentle
I know you are not supposed to send maps to people cuase they steal stuff / ideas...but you have been a great help. Also, I never understood why you can't send stuff...cause you can just decompile and use anyway (if you were into being in "bad form")...strange.
I trust ya...just don't distribute please. I'd like it to be an original map for my clan eventually.
I will send a pk3 file of my map for "shits and giggles". Just be gentle
I know you are not supposed to send maps to people cuase they steal stuff / ideas...but you have been a great help. Also, I never understood why you can't send stuff...cause you can just decompile and use anyway (if you were into being in "bad form")...strange.
I trust ya...just don't distribute please. I'd like it to be an original map for my clan eventually.
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
It is impossible to make anything foolproof because fools are so ingenious.
- General_DisArray
- Warrant Officer
- Posts: 142
- Joined: Tue Dec 17, 2002 4:17 am
- Location: magnolia, texas
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panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
I see General_DisArray has answered most of your questions, but here's some more info on triggers:
Triggers (or trigger_brushes) are entities, not world brushes. So there's nothing wrong with overlapping them. To make a trigger, select your brush, rightclick in a 2dview and choose "trigger->..." Next, press "N" to set its properties. There are quite a few triggers to choose from but the ones that (I think) are most useful are trigger_multiple/trigger_use/trigger_useonce. From what I know the trigger_hurt does NOT work in Mohaa, therefore I made a tut on using volume damage combined with a trigger. Of course you can leave out the "wait" key if you don't want a pause prior to the damage. Adding this key was optional and just meant to make things like barbed wire less lethal.
You'll have to put a second brush (that will be turned into a trigger) around the fence. Triggers are not visible ingame, so when you turn your actual fence brush into a trigger_multiple it won't be visible.Heydrich Reinhard wrote:Does the [trigger_multiple] get applied directly to the fence brush or do you put it on a second brush surrounding the fence brush....
Triggers (or trigger_brushes) are entities, not world brushes. So there's nothing wrong with overlapping them. To make a trigger, select your brush, rightclick in a 2dview and choose "trigger->..." Next, press "N" to set its properties. There are quite a few triggers to choose from but the ones that (I think) are most useful are trigger_multiple/trigger_use/trigger_useonce. From what I know the trigger_hurt does NOT work in Mohaa, therefore I made a tut on using volume damage combined with a trigger. Of course you can leave out the "wait" key if you don't want a pause prior to the damage. Adding this key was optional and just meant to make things like barbed wire less lethal.
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Franaticus Satanii
- Colour Sergeant
- Posts: 84
- Joined: Tue Aug 19, 2003 5:38 pm
- Location: Florida, USA
Thanks...
You guys have been great. Thanks for sharing your experience.
PanTera...thanks for the clarification...you answered a question that has been haunting my efforts. I was not sure how to create a trigger brush. Many Thanks.
Still don't understand the DMprecache though.....??
PanTera...thanks for the clarification...you answered a question that has been haunting my efforts. I was not sure how to create a trigger brush. Many Thanks.
Still don't understand the DMprecache though.....??
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
It is impossible to make anything foolproof because fools are so ingenious.
- General_DisArray
- Warrant Officer
- Posts: 142
- Joined: Tue Dec 17, 2002 4:17 am
- Location: magnolia, texas
-
Franaticus Satanii
- Colour Sergeant
- Posts: 84
- Joined: Tue Aug 19, 2003 5:38 pm
- Location: Florida, USA
Triggers...
I read somewhere in the tutorials that trigger_hurt doesn't work for MOH:AA. What I am going to do is reuse the "Volume Damage" tutorial now that I have a little more insight into the creation of triggers.
This forum and you guys have been fantastic. Thanks.
The question stands about the DMprecache though. Can anyone explain the structure and content? I have decompiled several as examples...but they are all different. What goes in and what is to be ignored?
This forum and you guys have been fantastic. Thanks.
The question stands about the DMprecache though. Can anyone explain the structure and content? I have decompiled several as examples...but they are all different. What goes in and what is to be ignored?
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
It is impossible to make anything foolproof because fools are so ingenious.
- General_DisArray
- Warrant Officer
- Posts: 142
- Joined: Tue Dec 17, 2002 4:17 am
- Location: magnolia, texas
one way that i did the DMprecache was to just create a logfile of the console and then add the lines that were needed into my precache file.
this is done like so:
---------------------
in the console before you load the map type in logfile 2<enter>. then load the map. this will log any error messages or things that go on in your console. once you play your map, exit the game and open this log file. it is stored in your mainta folder as a txt file. it is called "qconsole.log"
then just cut and paste the needed items into your precache file. the console tells you to "add the following line to the *_precache.scr".
here is an example of what i am talking about:
this is done like so:
---------------------
in the console before you load the map type in logfile 2<enter>. then load the map. this will log any error messages or things that go on in your console. once you play your map, exit the game and open this log file. it is stored in your mainta folder as a txt file. it is called "qconsole.log"
then just cut and paste the needed items into your precache file. the console tells you to "add the following line to the *_precache.scr".
here is an example of what i am talking about:
Code: Select all
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik-
Franaticus Satanii
- Colour Sergeant
- Posts: 84
- Joined: Tue Aug 19, 2003 5:38 pm
- Location: Florida, USA
THX
VERY COOL....THANK YOU!
Murphy's Law:
It is impossible to make anything foolproof because fools are so ingenious.
It is impossible to make anything foolproof because fools are so ingenious.