Shootable lights
StreamlineData
04-25-2005, 11:45 AM
This is kinda like the "Breakable Searchlights" (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=8864&highlight=searchlight ) thread... but not.
I want to let the player shoot a light and blow it out. My problem is is that I don't really know how to do it since I'm pretty much a newbie when it comes to triggers (and a few other things).
I've already tried it two ways:
1) Have a func_breakable infront of the light. When the func is broken, it would target a trigger_relay, which would then trigger the light to turn off.
2) have a func_breakable infront of the light. When the func is broken,, it would target a multi_manager, which would then *somehow* target the light to turn off.
Neither ways work. Or at least, I'm not setting them up correctly. So could anyone tell me how to do this step-by-step? Because I have no clue.
Thanks!
redfalcon
04-25-2005, 06:23 PM
ok i had this very easily solved but this strange mystery plagued me for some time as i tried to help you. my problem was that for some ungodly reason the func_breakable was giving off it's own light!
anyways...
simply have your func_breakable targetonbreak the light.
worked for me.
StreamlineData
04-25-2005, 07:59 PM
Hrm... well just targeting the light with the func_breakable doesn't work for me either. =\
How exactly did you set it, redfalcon?
redfalcon
04-25-2005, 09:31 PM
try this for your reference
http://deflektor.com/unitedmod/maps/lightbreaktest2.rmf
also if that doesn't seem to be working for whatever reason what i found worked also was have the breakable target a button and the button target the light. you can put the reset timer on like -1 or something if you want so it only happens once.
StreamlineData
04-26-2005, 01:52 AM
Hrm... well that example map that you posted works when I compiled it.... but when I copy the ents and trigs into my map, they don't work anymore....
I think I'll try your button idea... but not tonight (too tired, operating on 2 horus of sleep in more than 48 hours).
I'll let you know if it works in my map (or if it doesn't work...), thanks, redfalcon.
BasieP
04-26-2005, 06:01 AM
you could also make a func breakable, which triggers a env_state.
the light has the env_state as a master. and the env_state starts on
when you should the env_state will go to 'off' and the light goes off as well
and since your breakable object can't be broken twice, it stays off
StreamlineData
04-28-2005, 08:15 AM
@redfalcon
Okay... I tried the button possibility. Didn't work. Thanks, though.
@BasieP
I've set it all up, compiled it, ran it... doesn't work. Any ideas?
BasieP
04-28-2005, 10:09 AM
it was just one of my crazy idea's i haven't accualy tried it..
i 'll test it for you.. (might even not work)
edit: well don't get it to work in any way.. really weird, but on the other hand logic, since lights (entities) are rendered compile-time (while compiling) so therefore the whole lightmap would change when you turn off a light, and the halflife engine just can't do that i guess
StreamlineData
04-28-2005, 12:04 PM
Originally posted by BasieP
it was just one of my crazy idea's i haven't accualy tried it..
i 'll test it for you.. (might even not work)
edit: well don't get it to work in any way.. really weird, but on the other hand logic, since lights (entities) are rendered compile-time (while compiling) so therefore the whole lightmap would change when you turn off a light, and the halflife engine just can't do that i guess
Hrm... that' doenst really make any sense... cuz I'd imagine that light switches in general are used alot. I mean, just look at dod_ratten. You shoot at the light switch, just about the entire map goes (relatively) dark. after awhile, light comes back on and everything looks ok
josh_u[RR]
04-28-2005, 01:47 PM
there are plenty of maps where lights go on and off...glider for instance. it should be fairly simple to have a breakable trigger a light to go off. you're probably just missing some small step. if I remember tonight, I'll see if I can figure it out.
josh_u[RR]
04-28-2005, 10:45 PM
I just checked this out and it works just fine. simply make your light and give it a name. put your func_breakable in front of your light (make it invisible) and put the name of your light in the "target on break" field. works like a charm.
StreamlineData
04-28-2005, 11:29 PM
Originally posted by josh_u[RR]
I just checked this out and it works just fine. simply make your light and give it a name. put your func_breakable in front of your light (make it invisible) and put the name of your light in the "target on break" field. works like a charm.
yeah.. that was actually the first thing i tried... didn't work.
josh_u[RR]
04-29-2005, 12:14 AM
only thing I can suggest is to double check your names. occasionally I'll screw up and call something light_1 and then target light1. it does work, so its got to be user error :D
BasieP
04-29-2005, 04:19 AM
Originally posted by StreamlineData
yeah.. that was actually the first thing i tried... didn't work.
nope didn't work here either, and triple checked my names..
can you send a test map?
StreamlineData
04-29-2005, 05:34 AM
It's funny how something so simple....
...could cause so much confusion, frustration, and problems.
*sigh*
Example map?
josh_u[RR]
04-29-2005, 10:50 AM
I'll send up the .rmf and .bsp after work today.
redfalcon
04-29-2005, 04:53 PM
i put a very poorly created example map earlier in the thread. it works correctly minus the breakable giving off it's own light...wtf
josh_u[RR]
04-29-2005, 06:58 PM
Originally posted by redfalcon
i put a very poorly created example map earlier in the thread. it works correctly minus the breakable giving off it's own light...wtf
lol, yup, I did it just like redfalcon. :D
I went ahead and finished it up the way you wanted it, just shoot the light and it will go out. I added a button so that you can turn it back on for whatever reason. obviously it isn't needed for what you want.
bsp file (http://josh.whatsupslc.com/misc/downloads/light_break1.bsp)
rmf file (http://josh.whatsupslc.com/misc/downloads/light_break1.rmf)
wads used:
halflife.wad
donner.wad
PF-Toxic
04-29-2005, 07:44 PM
Aiden Clark did this in NOMANSLAND. Check it out.
http://www.adinclark.com/designs/index.html
BasieP
04-30-2005, 11:14 AM
oke compared josh' map to mine, and figured out why it didn't work with me.
i named the light 'light' instead of 'light1' and somehow it doesn't work when you do that (also not in josh' map)
also, in josh' map, you can remove the button, it doesn't got anything to do with the light turning off thing
Colonel Forbin
04-30-2005, 02:44 PM
EntEd and rippent are handy. If you don't have it working yet, you might want to rip a map like ratten that does do it.
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.