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Mapping: my Vis

Posted: Fri Dec 24, 2004 7:13 pm
by HDL_CinC_Dragon
ok, ive got the door and i put a vis in it so that it is thinner than the door but it goes into the surrounding walls. Will my common/vis work with a targeted func>door?

Posted: Fri Dec 24, 2004 9:06 pm
by Master-Of-Fungus-Foo-D
i thought the vis was supposed to be the SAME size as the wall...but what do i know.. i havent really gotten yto use the vis functions...

Posted: Fri Dec 24, 2004 9:41 pm
by bdbodger
Don't you mean you put a brush with the area portal texture on it inside the door ?

Posted: Sat Dec 25, 2004 2:45 pm
by HDL_CinC_Dragon
yeah... area portal texture? i thought you put the texture as common/vis

Posted: Sat Dec 25, 2004 9:20 pm
by bdbodger
No you use the vis texture with vis leafgroups when you do targeted /manual vis leafgroups . When you make a couple of large brushes with the vis texture on them and then make each of them a vis leafgroup when you have one target another when you are inside one what ever is inside the other will not draw . Each vis leafgroup can target several other vis leafgroups . To do the targeting make your vis leafgroups first then select one and then a second one and press control K then select a third one and press control K again . Keep doing that until you have selected all the vis leafgroups that can not be drawn when standing inside the first one you selected . Then select another vis leafgroup and do that all over again . When you do it the vis leafgroups you target should turn blue and a line will be drawn between them when ever you select the one that is doing the targeting .

set helmet fall off

Posted: Sun Dec 26, 2004 8:11 pm
by Green Beret
k instaed of opening a new topic ill post it here,how would i go about having a players helmet fall off as a server side mod?
i looked into this a little but had no luck.

Posted: Mon Dec 27, 2004 6:19 am
by HDL_CinC_Dragon
oo thats a hard one i think. Not sure thats possible; the helm is part of the .tik

Posted: Mon Dec 27, 2004 10:02 am
by bdbodger
Hey Green Beret why did you decide to hyjack this thread not one of the others :P

Posted: Mon Dec 27, 2004 10:53 am
by Green Beret
this was the only one that looked AA related...lol sorry :cry:

Posted: Mon Dec 27, 2004 10:04 pm
by bdbodger
Just kidding no shame is starting a new thread and maybe better if you did in this case . To answer your question did you do a search ? I have seen threads about helmet popoffs I don't remember if they where just for ai or if they where for player but have a look and see what you can find .

Posted: Tue Dec 28, 2004 4:15 am
by HDL_CinC_Dragon
ya, i kind know how vis groups work but... my Q is about are portals, what etxture do i use for the brush i put inside the door?

Posted: Tue Dec 28, 2004 4:37 am
by Green Beret
a paint brush,make sure to get the trim.

Posted: Tue Dec 28, 2004 6:03 am
by lizardkid
about helmets...

AI helmets pop off, player ones dont for some reason :s

i think with a little modding of .tik files it's possible tho. i remember digging throguh AI skins and seeing it declare helmet and velocity etc...

the command is

Code: Select all

$victim pophelmet
:twisted:

Posted: Tue Dec 28, 2004 11:41 am
by bdbodger
bdbodger wrote:Don't you mean you put a brush with the area portal texture on it inside the door ?
Read and learn

Posted: Thu Dec 30, 2004 8:22 pm
by HDL_CinC_Dragon
....... um yeah, im trying to, the tut told me to put vis inside the door.