Test_Pointer Tutorial map!

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tltrude
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Test_Pointer Tutorial map!

Post by tltrude »

A new item has been added to your inventory! With this tutorial map you can add a pointer for selecting buttons on any control panel. It uses trigger_clickitem for the buttons, and they can be very close together.

http://smallsumo.leveledit.com/tltrude/index.html

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The map has panels for a four story elevator, a touchtone phone on which you can dial numbers, and a fireworks rocket launcher for five rockets (they respawn). There is also a lighthouse with a cuttoff switch, but it does not use the pointer. There are a couple of new things too, like a new breakable window and a shiny silver texture.

Enjoy!
Last edited by tltrude on Thu Jul 01, 2004 6:27 pm, edited 2 times in total.
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Post by Shifty »

Wow thats excellant work Tom Good Job :wink:
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At0miC
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Post by At0miC »

The fireworks were really awesome 8-), I also like the telephone with the "matrix" style, (calling 666). :wink: nice job u did

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Post by jv_map »

Damn that's superb :shock:
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Post by sg.Pepper »

HI,
YES, it look great, congratulations for your idea and work.
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Post by Random »

T rules, what else can you say.
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Post by Cobra {sfx} »

Top class work as usual i see tom ;)

very "handy"
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Post by M&M »

this is just beyond words :shock:
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Post by Jack Ruby »

I loved the lighthouse and the rockets.

Would they hurt if aimed horizontally ?

If so I would like to make a rocket launcher.

excellent work :)
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tltrude
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hurt

Post by tltrude »

The rockets are "notsolid" and the fireworks explosions do not damage players--no need because they are high up. But, it could be done by adding radiusdamage to the explosion thread. Also, my rockets just "moveup", but you could have them "moveto" a waypoint.

I was going to have the rockets randomly go crazy and explode on the ground (always nice to see at a fireworks display), but changed my mind, lol.
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Post by Jack Ruby »

I like the idea of random rockets.

When I was a boy we used to break the stick off bottle rockets then light them and all jump around like monkeys to avoid them :)

Things you do eh !
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Post by wacko »

gave the pointer a try. hey, it's not as difficult to use as it looked :wink:
great job, Tom :D

but now, i would like the 'buttons' do things like turn a wheel cw as long as I click button 1 and ccw while clicking button 2 and stop wheel if no button is clicked. 'clicked' means aiming at the button and pressing the left mouse button.
Would this be possible? And how??
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wheel

Post by tltrude »

Yes, it should be easy to do. Just subsitute your wheel moving lines in one of the "for" loops. Stoping the wheel when the button is released could get tricky.
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Re: wheel

Post by wacko »

tltrude wrote:Yes, it should be easy to do. .... Stoping the wheel when the button is released could get tricky.
isn't this self-contradictory? :?
I'd know how to let a thread run continously after clicking... The problem is to check the mouse button continously like a gun's trigger...
Btw, there's not a single for-loop in ur script :?
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Post by bdbodger »

Tom's map uses a pointer which is like a weapon with firetype clickitem , like the binoculars , and a trigger clickitem . Other than that you handle it like you would any trigger with waittill trigger or setthread , local.player = parm.other , while(local.player.fireheld) etc etc .
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