Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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I think there was an event for c2m3_coaster |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Could someone please help explain what I did wrong and how to fix it for future teleports? I'm not sure if I'm doing this correctly or not, bit confusing. Any help is appreciated! PHP Code:
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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but it would send me back to the one that i got teleported to. thats why i had left it out, sorry about that. I had tried to make a different one but to teleport back to the original one but it would only teleport me back to the first teleport. unless i needed a different teleport location for it to work? or when i did try to just use same one but switch top and bottom around, id be stuck in an infinite teleport? and couldn't move PHP Code:
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Make sure to verify the if the first teleport destination origin is not too close to the second teleport trigger because if it's too close it can cause an infinite loop of teleports.
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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I also removed the inside teleport out like you mentioned, I only kept them, I had thought it was needed for it to work. also thanks @AsphyxiaJLSA :) |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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I modified Whitaker's coca cola search event, now we will have to search for 6 bottles.
https://i.imgur.com/8joZN7b.png |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
I have found that I can modify the angle of an entity without reloading the map by using ent_fire and addoutput.
For example: 1) Aim at an entity; 2) Type in the console: ent_fire !picker addoutput "angles 0 180 0" * This will change the angles of the entity to 180. Video: Change an entity's angles with ent_fire https://www.youtube.com/watch?v=ur0iBCPX6F8 Unfortunately, since this console command involves the use of double quotes, and the escape character "\" and the single quote '' don't work, there is no way to bind it to a key with the console command bind, and no way to add it to a Radialmenu (I tried), so you'll have to manually type the command in the console. As well, ent_fire can be used to modify the position of an entity, for example: 1) Get the origin attribute of the target entity through /ent; 2) ent_fire !picker addoutput "origin xxx xxx xxx" edit: Strangely, ent_fire !picker addoutput doesn't seem to work for env_physics_blocker, but /ent can get the entity's information. It appears that a reload is necessary for changes to the position of such entities (usually used as air walls) to take effect. Video: Move an entity's position with ent_fire https://www.youtube.com/watch?v=IXDendJVvbQ Or to test if the logic_relay entity is working properly, for example: A) ent_fire targetname_of_the_logic_relay_entity trigger B) ent_fire sky_ln5005 trigger Video: Test a logic_relay entity with ent_fire https://www.youtube.com/watch?v=YKw4IRSIxA8 Oddly enough, if the targetname has characters that are not supported in the console, ent_fire won't work on it. For example, ent_fire sky_ñ130 trigger doesn't work, but ent_fire sky_ln5005 trigger does. |
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