give the player a hint


caboose
04-09-2006, 06:06 AM
In my map the allies have to blow up a wall, but for a newbie they are not going to know about where to shoot, or with what weapon (rocket).

are there any hint brushes that can type up a message when the player looks at the hint.

if not what can you suggest to show the player what they have to do (other than make the walls flash yellow etc)

Furyo
04-09-2006, 06:13 AM
env_hud_hint (I think that's what it's called). To be triggered by a brush zone, near the actual wall to be blown. You choose what message should appear.

It's not pretty (the text showing up on your screen) but it does the job.

KominAaa
04-09-2006, 08:09 AM
In the fps codes, crack on a wall means "blow me".

I guess its obvious,the player doesnt really need a hint.

Ol' Noodle Head
04-09-2006, 08:29 AM
In the fps codes, crack on a wall means "blow me".
:0rly:

caboose
04-09-2006, 08:35 AM
so far i have not put any cracks in the wall.


I tried the hint thing and it works really well. cheers.
now i can put warnings when walls are breached etc.

KominAaa
04-09-2006, 12:14 PM
:0rly:

http://img400.imageshack.us/img400/2948/yarly0ki.jpg

caboose
04-09-2006, 05:23 PM
the hints im using, say "wall destroyed" when a player blows one up.
however it only says it to the player that blew up the wall. can it be made to say this message to every one?

Furyo
04-09-2006, 05:42 PM
Make the trigger zone that triggers the appearance of the message as big as the map, and every LIVING player at the time of destruction should have the same message.

Deceiver
04-09-2006, 06:00 PM
Originally posted by KominAaa
In the fps codes, crack on a wall means "blow me".

I guess its obvious,the player doesnt really need a hint.

"blow me" is wrong on so many levels haha. "blow me up" is appropriate though haha.

Ol' Noodle Head
04-09-2006, 06:10 PM
You know (seriously now, sorry KominAA :p )

How does one get that nice cracked wall look? I saw StreamlineData's nice wall on dod_boudha and I couldn't figure it out....surely it's not some insane clipping job?

PanFrie
04-09-2006, 07:08 PM
whenever i do it i just fill in the area with bunch of brushes to make it a triangle on the inside, then fill in that triangle with 3 smaller triangles with the tips not touching so there is a whole.

PanFrie
04-09-2006, 07:17 PM
like this

the purple area is the breakable area, and the green is the leftover part

~}A{~TF2
04-20-2006, 04:45 PM
Originally posted by KominAaa
http://img400.imageshack.us/img400/2948/yarly0ki.jpg


:0rly: ;)

Chris

Ol' Noodle Head
04-20-2006, 05:37 PM
Thank you for your answer, PanFrie.

PanFrie
04-21-2006, 12:10 PM
np, oh, and the green part should be a func_detail too, but im sure you knew that already. also, if you want it to actually look nice and source-ish and not 1.3-ish, you can try what i do. make the main structure thing, then hide the breakable area. Resize the func_detail to only be either 4 or 8 unit thick (i forget how much it was), then copy that and move it to the other end so you have 2 peices that are seperated by an empty space. now copy it again and move it into the middle of that space. resize it to fill the whole thing, and hit the Tie to World button so it isnt a func_detail. now, open the texture application thingy (yes.. i know... wonderful techinacal terms eh? :-P ) what you want to do is make the viewable edge of the center are into displacements. do that, then make em bump out a bit, but make sure that the edges still at least touch the original area so you dont see cracks there. now, when you make the breakable area visible again, all you see is the wall with the cracks in the wall, but when you hide that, you get the source-ish looking broken wall.

just thought i would toss that in, if anyone needs em i can put some pictures up to help you out, cause i know im not the best at explaining things.

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