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Test_Pointer Tutorial map!

Posted: Thu Jul 01, 2004 10:14 am
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

Image
Image

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!

Posted: Thu Jul 01, 2004 10:32 am
by Shifty
Wow thats excellant work Tom Good Job :wink:

Posted: Thu Jul 01, 2004 10:49 am
by At0miC
The fireworks were really awesome 8-), I also like the telephone with the "matrix" style, (calling 666). :wink: nice job u did

At0miC

Posted: Thu Jul 01, 2004 11:12 am
by jv_map
Damn that's superb :shock:

Posted: Fri Jul 02, 2004 12:43 am
by sg.Pepper
HI,
YES, it look great, congratulations for your idea and work.

Posted: Fri Jul 02, 2004 3:36 am
by Random
T rules, what else can you say.

Posted: Fri Jul 02, 2004 2:56 pm
by Cobra {sfx}
Top class work as usual i see tom ;)

very "handy"

Posted: Fri Jul 02, 2004 6:34 pm
by M&M
this is just beyond words :shock:

Posted: Fri Jul 02, 2004 9:21 pm
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 :)

hurt

Posted: Fri Jul 02, 2004 9:55 pm
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.

Posted: Fri Jul 02, 2004 10:28 pm
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 !

Posted: Sun Feb 06, 2005 6:33 pm
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??

wheel

Posted: Mon Feb 07, 2005 4:50 am
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.

Re: wheel

Posted: Mon Feb 07, 2005 6:29 am
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 :?

Posted: Mon Feb 07, 2005 7:13 am
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 .