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Re: If's and Conditional Statements

Just use a counter, have the target number as 2, and the initial number as 0. Have the button add 1 to the counter, and have the laser catcher do the same. Have them subtract 1 when they're deactivated. yah, I'm a big fan of counters. Manipulating them is very similar to some core tenants of progra...
by Supervillain
Sat Jun 04, 2011 7:26 pm
 
Forum: Hammer and Modding
Topic: If's and Conditional Statements
Replies: 14
Views: 1000

Re: Summer Mapping Initiative - Frequently Asked Questions

Just saw that the deadline is the 6th at a minute to midnight, not the 5th at midnight.

This extra 23hrs and 59min makes me VERY happy. :lol: :lol: :thumbup:
by Supervillain
Sat Jun 04, 2011 3:09 pm
 
Forum: ThinkingWithPortals.com Contests
Topic: Summer Mapping Initiative - Frequently Asked Questions
Replies: 180
Views: 19528

Re: Missing info_paint_sprayer keyvalues?

I've had TERRIBLE luck with those extra keyvalues. Minor tweaks seem to make the biggest difference....

My best advice is to find a gel sprayer from the standard levels that you like, and just copy-paste the values. Otherwise you might go insane trying to get gel blobs precisely 32 units wide :P
by Supervillain
Sat Jun 04, 2011 2:26 pm
 
Forum: Hammer and Modding
Topic: Missing info_paint_sprayer keyvalues?
Replies: 6
Views: 526

Re: Missing info_paint_sprayer keyvalues?

Yeah, try copy-pasting those sprayers from a decompiled Valve map and toying with those "extra" keyvalues. If you don't include those values it's very hard to get anything other than a slow drip or a constant pour. Also, look into the prop_paint_bomb entity. It's job is spawning giant blob...
by Supervillain
Sat Jun 04, 2011 1:28 pm
 
Forum: Hammer and Modding
Topic: Missing info_paint_sprayer keyvalues?
Replies: 6
Views: 526

Re: What the point is instances ?

It looks like you didn't create a fix-up name. Basically, your instance has the .vmf name (like cube_dropper, or paint_bomb, etc.) and the fix-up name, which you assign to it in the object properties. From then on, anything which interacts with that instance must refer to it by it's fix-up name and ...
by Supervillain
Sat Jun 04, 2011 1:22 pm
 
Forum: Hammer and Modding
Topic: What the point is instances ?
Replies: 20
Views: 1764

Re: Lift

Take a look at mp_coop_fling_crushers

You want to make a func_movelinear and parent your elevator piston to it.

Have a floor button/laser catcher with outputs OnPressed -> func_movelinear -> open etc etc
by Supervillain
Wed Jun 01, 2011 3:14 am
 
Forum: Hammer and Modding
Topic: Lift [solved]
Replies: 12
Views: 1063

Re: Slow Down animation of Prop_dynamic?

yeah, I think that 1 is fullspeed ahead, and -1 is fullspeed in reverse. So..... you are going to want something like .5, which *should* play the animation forward at half speed (if I understand the SetPlaybackRate input correctly).
by Supervillain
Sun May 29, 2011 6:12 pm
 
Forum: Hammer and Modding
Topic: [solved] Slow Down animation of Prop_dynamic?
Replies: 7
Views: 760

Re: Slow Down animation of Prop_dynamic?

Try messing around with the prop_dynamic input SetPlaybackRate. An override parameter of -1 plays the animation in reverse (I believe). Try a value between 0 and 1.
by Supervillain
Sun May 29, 2011 4:34 pm
 
Forum: Hammer and Modding
Topic: [solved] Slow Down animation of Prop_dynamic?
Replies: 7
Views: 760

Re: General Texturing.

Yeah..... that's how ya texture. I wish I could say it were simpler than that. The best rule to follow is this: Make your brushes fit your textures, don't make your textures fit your brushes. Using 16, 32, 64, 128, 256, etc. as your brush dimensions will make texturing far easier. However, there are...
by Supervillain
Sun May 29, 2011 2:37 pm
 
Forum: Hammer and Modding
Topic: General Texturing.
Replies: 1
Views: 212

Re: env_fog_controller settings!?

Decompile the map, check the fog settings, and copy-paste them.

Also:

:boring:

You're being a jackass.
by Supervillain
Sun May 29, 2011 2:04 pm
 
Forum: Hammer and Modding
Topic: env_fog_controller settings!?
Replies: 6
Views: 769

Re: Gel in Pipes

topic2798.html

That link is for a great vmf with multiple examples of gel particle systems.
by Supervillain
Sun May 29, 2011 2:01 pm
 
Forum: Hammer and Modding
Topic: Gel in Pipes
Replies: 1
Views: 194

Re: Brush Won't Stick To Panel

This tutorial goes over attaching panels to animated arms really well. http://www.youtube.com/watch?v=YbSu0En1800 This video is great. To it I'd like to add that making a logic_relay for both the "open" and "close" of the panel is really useful. To that end, I'd also have the lo...
by Supervillain
Fri May 27, 2011 5:07 pm
 
Forum: Hammer and Modding
Topic: Brush Won't Stick To Panel
Replies: 6
Views: 598

Re: Best way to go about this?

Haven't used it myself, but I think this ent should help you create the effect you are looking for:
http://developer.valvesoftware.com/wiki ... tedtexture
by Supervillain
Fri May 27, 2011 2:26 pm
 
Forum: Hammer and Modding
Topic: Best way to go about this?
Replies: 8
Views: 687

Re: Modifying Panel Movement

If you are thinking to yourself "Looking through dozens of animations for dozens of different panels is going to be time consuming!" then you are right. During the initial playtesting/puzzle creation phase of building a map, you can get away with using static brushes until the time comes ...
by Supervillain
Thu May 26, 2011 9:48 pm
 
Forum: Hammer and Modding
Topic: Modifying Panel Movement
Replies: 9
Views: 1057

Re: Laser redirection (mirror?)

I would avoid this if possible. Current implementations of "laser mirrors" are spotty, ugly, and confusing. Don't bother adding in a whole new puzzle element when Portal 2 has so many already. Try modifying your puzzle to use laser relays and multiple redirection cubes rather than using a ...
by Supervillain
Thu May 26, 2011 9:05 pm
 
Forum: Hammer and Modding
Topic: Laser redirection (mirror?)
Replies: 9
Views: 873
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