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beam from point A to Point B?
Posted: Tue Feb 15, 2005 10:44 pm
by HDL_CinC_Dragon
how do I make it so that I have a beam kinda thing span from point A to point B and to pivot on point A as point B moves
Key:
------ = beam horizontal
| = beam vertical
A = point A
B = point B
Postion 1 before movement:
A-------B
Position 2 after movement is complete:
A
|
|
|
B
or maybe so that the beam shrinks as point B moves closer to Point A
1:
A-------------B
2:
A---------B
3:
A------B
4:
A--B
know what I mean?
Posted: Tue Feb 15, 2005 11:43 pm
by Bjarne BZR
Short answer:
In g_allclasses.html ( included in the Radiant install I believe ) you will find this about the func_beam entity:
Code: Select all
updateendpoint
Update the endpoint of a beam
updateorigin
Update the origin of a beam
Posted: Tue Feb 15, 2005 11:55 pm
by lizardkid
i have the func_beam code in my entdefs if you want it.
Posted: Wed Feb 16, 2005 8:22 am
by bdbodger
If you are makeing a custom map all you need to do is have a func_beam target a script_origin and the end of the beam will always be at the script_origin BUT it will only work if you do it in radiant . I have found that for spawing func_beams that you have to make a while loop
while(1)
{
$mybeam endpoint ( xx xx xx )
waitframe
}
or
while(1)
{
$mybeam endpoint $my_script_origin.origin
waitframe
}
I made a clock in radiant a func_beam in the middle and also a script_origin I made a second script_origin on the outside of the clock and had the func_beam target it and I used bind to bind the outside script_origin to the inside one . I then rotated the middle script_origin so that the outside one went around in a circle . Because the fund_beam was targeting the outside script_origin the beam rotated around following the outside script_origin . I had a beam clock . I of course did this for each of the hands of the clock .
Posted: Wed Feb 16, 2005 11:03 am
by Master-Of-Fungus-Foo-D
lizardkid wrote:i have the func_beam code in my entdefs if you want it.
can i get it?
Posted: Wed Feb 16, 2005 7:50 pm
by HDL_CinC_Dragon
I thought I had func_beam and I was about to get it and then I saw that isnt wasnt in the Func window. I was like uhhh am i forgetting something? how could it not be there?
Posted: Wed Feb 16, 2005 9:30 pm
by Bjarne BZR
Here is the exelent files posted by tltrude: Here it is:
http://pages.sbcglobal.net/tltrude/Temp/code.zip
Expand them into main ( so the cpp files end up in main/code ) and start up Radiant... you will have a lot of new toys ( like beam under the func folder

)
Posted: Wed Feb 16, 2005 9:34 pm
by HDL_CinC_Dragon
TOYS?!!?! I LOVE TOYS! GIMMIE! lol thnx
EDIT:
Just a few toys? HOLY CRAP! im gunna have some mad fun

Posted: Wed Feb 16, 2005 9:47 pm
by Bjarne BZR
Made this baby in a jiffy:

It sparkles like mad an really looks like a perfect target for a teleport destination
Here is the settings I used:
Happy happy, joy joy!

Posted: Wed Feb 16, 2005 9:49 pm
by HDL_CinC_Dragon
OMG OMG OMG OMG I WANNA PLAY WITH IT! man I love mapping. id prolly kill myself without it lol.
Posted: Wed Feb 16, 2005 10:43 pm
by lizardkid
what i want to know is why did MOHAA devs not put all the Q3 toys into MOH? are they %&( inSANE?
*drools with anticipation at the thought of what his map will look like with his new toybox*
Posted: Wed Feb 16, 2005 10:45 pm
by HDL_CinC_Dragon

Mwahahahahahahahaha me like toys =)
lol anyway, yeah I think they ARE crazy! I mean, w/o the proper toys how can our maps be that great?! well.... they already can be but with these newer toys its even more fun

Posted: Wed Feb 16, 2005 10:47 pm
by lizardkid
a lot more things to play with means... dada DA
A NEW FUN MAP!
must..make...must...amke... ougahhahahahaaa (say it out loud, it'll make more sense)
Posted: Wed Feb 16, 2005 10:50 pm
by HDL_CinC_Dragon
lol
Posted: Wed Feb 16, 2005 10:51 pm
by Master-Of-Fungus-Foo-D
well it looks like you can see the func beams THRU the brushes... not cool
and hwere the heck is func beam in SP?