Footstep Trigger

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sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Footstep Trigger

Post by sdlall »

Need some help figuring this 1 out. I have not played around with the sounds to much. So this is something new to me.

I built this.
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I am needing to make a trigger that makes footsteps on top of the lower platform.

The origin and setsize of the one clip I have as floor is.
$sniperclip.origin = ( 65 2951 596 )
$sniperclip setsize ( -70 -70 -5 ) ( 70 70 5 )

would like to be able to hear wood footsteps sounds when someone moves but not sure on how to go about it. Any suggestions?

Btw, thats older SS of it sandbags are not there anymore and func_beam is alot bigger now.
sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Post by sdlall »

Ah, NVM. Just thought something that solves that problem and problem with jumpy clip when up there.

Woot! Go hidden planning tables


Grrr caused another problem is there anyway to get a func_beam to go through a binding box? planning tables boxes are so big it is cutting into my beam.
sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Post by sdlall »

ah just worked around it but still would like to know if you can put func_beam through a binding box. read some topics on it in tmt and here but nobody gave solution.

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Herr Klugscheisser
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Post by Herr Klugscheisser »

Did you try adjusting the setsize of the box via scripting?
Rookie One.pl
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Post by Rookie One.pl »

The thing with beams is that the game makes a trace from the origin to endpoint and cuts the beam at the first intersection with something. Plus it's static afterwards. No way to work around that.

It's really silly, if you activate a beam once and it gets blocked half-way by something, then you remove the blocker, the beam doesn't expand but stays cut, but should the blocker move towards the beam's origin, more and more of it will disappear.
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sdlall
Sergeant Major
Posts: 110
Joined: Tue Mar 24, 2009 11:41 pm

Post by sdlall »

thanks rookie for explanation.
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