Perpetual "quick How To" Thread

Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
<div class="IPBDescription">got a quick problem or an answer?</div> Right, as you've noticed in the past few days I've been spamming questions in the forum, so I thought that creating a thread for these quick "how do I do this?" type of questions and answers would slim it down.
Everyone should post their quick questions here and answers.
To start it off, here's what I've done, I have an elevator with two buttons that raise and lower it. I put a func weldable over one of the buttons completely encasing it. I want it so that when I weld the weldable it breaks the button. But even when I couldn't physically touch the button it still let me press it. So how do I set the triggers up to do this? It would be like in hera's holoroom where you weld the panels, break them, and then can use the button to trigger the vents. Except this time I want it so you weld the button so you can't use it, and the commander can still use the elevator.
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Comments

  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Ok, solved it with a trigger relay and a killtarget on the button. Total count, 3 entities. Is there a better way to do it?
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    edited May 2003
    I have a few timed doors and random events after which I won't need these things anymore. If I have a trigger_relay to killtarget these entities, can I then get it to killtarget itself (the trigger_relay), or is there a better way to killtarget things? Also, is this going to help speed up my map?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I think you'll find that killtarget'd entities remain killed when the next round starts, the only way to get them back is to re-load the map. I suggest you look for another way to handle this, multi_managers maybe?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    Short questions? Here we go <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Every mapper knows and hate them, and I dont even dare to say this word. L... E.A.K.S
    My question is not one of the "How do I find y leak in my map?", instead the question is as follows:
    Is there an easier way to find my leaks? At leats when I had to follow the traceline from the 3mb(!!!) pts-file I got sowhat **** off that I quit after 10 minutes "surfing around" with no idea where the leak could possibly be.
    Is there any programm that marks the beginning and the end of the traceline, highlights the area where the traceline goes freespace or something like that?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited May 2003
    <!--QuoteBegin--Lt.Gravity+May 25 2003, 01:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ May 25 2003, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Short questions? Here we go  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Every mapper knows and hate them, and I dont even dare to say this word. L... E.A.K.S
    My question is not one of the "How do I find y leak in my map?", instead the question is as follows:
    Is there an easier way to find my leaks? At leats when I had to follow the traceline from the 3mb(!!!) pts-file I got sowhat **** off that I quit after 10 minutes "surfing around" with no  idea where the leak could possibly be.
    Is there any programm that marks the beginning and the end of the traceline, highlights the area where the traceline goes freespace or something like that? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There is <a href='http://saida.lava.nu/do_download.php?fajl=filer/lm01.zip' target='_blank'>Leak Marker</a>, but it's not very reliable. Looking for leak paths leaving your map in Hammer on HL is still the best way as far as I know.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Personally I do all of my leak hunting in VHE
    First I select all entities, then I do a fly around the outside of my map, looking for any entities that are touching the void.
    If I don't find any leaks, I hide all entities and do another fly by.

    I find this works for me because the majority of my leaks come from bouts of absent mindedness, and as a result are 128x128 or larger monsters <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Leak finding? No problem! Load the pointfile into hammer and follow it in 3d view. Problem solved.
    Helps if you put on 3D flat view.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    To idea nr.1 (mark all entites):
    The problem of entities outside world is a 0.0035% in my maps: There is never <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> a entitie outside world cause I place them very well. Fly around in my map with hidden entities sounds good but since I hardly use entites (to get better speeds for online gaming) it is nearly useless. How am I suppossed to see a leak in a textured, highly complex environment. But the idea itself is cool <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Idea nr.2 (follow pointfile in the editor):
    As good as idea one. But the loaded pointfile doesnt show up in 3d view. AND the navigation in 3d view than get me to the point I have to ask myself what a 1800xp is good for when it lames vhe with pointfile loaded.

    THX for the help. I think I will try the leakfinder. Only to find a leak that is a moronish noob leak (like to short solids) XD
    And btw: I personally like Worldcraft 3.3 more than the Valvehammereditor because its much faster and the Texture placing is more "floatinglike".
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    How do you load it into hammer?
    I find that the gigantic block method tends to work wonders myself.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2003
    <!--QuoteBegin--The Real Quasar+May 25 2003, 07:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ May 25 2003, 07:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Leak finding? No problem! Load the pointfile into hammer and follow it in 3d view. Problem solved.
    Helps if you put on 3D flat view. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    err right you need the latest hammer beta for this. I have it but never found out how to load a .pts in it.

    If you dont want to use killtarget use trigger_changetarget. This works like a trigger_reelay plus it changes the aim of one other entity name.
    -> func weldable aims the trigger_changetarget. This changes the target of the button to the void (or to the trigger changetarget again).
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Ollj+May 25 2003, 09:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ May 25 2003, 09:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have it but never found out how to load a .pts in it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    1) load the leaking level into VHE normally.
    2) Menu system: Map->Load Pointfile
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited May 2003
    Nevermind... i figured it myself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    WTH is with trigger_changetarget.
    From what I assume, it should work like so...
    Example...
    6 entities
    func_weldable w1 targets trigger_changetarget ct
    func_weldable w2 targets trigger_relay r1
    trigger_relay r1 targets func_door d1
    trigger_changetarget targets r1 newtarget set to d2

    Right? if I weld W2 first it should open D1
    If I weld W1 then W2 it should open D2.

    What happens, I weld W2 first it opens D2
    I weld W1 then W2 it opens D1

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Am I missing something here? how does trigger_changetarget really work?
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Is there any way to shorten the "legs" of the hive?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2003
    func button (red):
    name: name-of-the-button
    aim: name-of-the-elevator

    elevator:
    name: name-of-the-elevator

    func weldable (green):
    target to trigger on finish: whatever-the-weldable-aims-on

    Trigger_changetarget (blue):
    name: whatever-the-weldable-aims-on
    aim: name-of-the-button
    New Target: whatever-the-weldable-aims-on [OR] any entity that really does nothing.

    To make it reset on new round you need a trigger random with min and max time = 0 (this shoots once on any round start).
    Make this trigger random aim on a second trigger_changetarget;

    trigger_changetarget:
    name: whatever-the-trigger_random-aims-on
    aim: name-of-the-button
    New Target: name-of-the-elevator

    This makes the button aim on the elevator after every round start.
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is there any way to shorten the "legs" of the hive?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    Just stick it farther up into the ceiling. If you get a leak you should raise the ceiling then use something like a func_illusionary and a clip brush to make it look like the ceiling is lower.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    leak not found yet! YAAAAAAAARGH!
    this is the hardest to find leak ever! the pointfile in vhe really is no help. cann anybody tell me why the hell the pointfile is so large? because its only purpose seems to be finding leaks. a traceline THROUGH the leak would help wonders.

    to post 1 up:
    my first thought was:
    "shorten legs? place the hive higher at the ceiling. there is no problem placing the hive as long as the center of the entitie is inside the world."
    shorten the legs of the hive? u will need milkshape to do such work. the question is if its worth the thing. and then it will be a custom hive model that maybe is not allowed on some servers.
    think twice if this is really necessary.

    btw: I like hiveroom designing funniest <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited May 2003
    <!--QuoteBegin--Lt.Gravity+May 26 2003, 07:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ May 26 2003, 07:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cann anybody tell me why the hell the pointfile is so large? because its only purpose seems to be finding leaks. a traceline THROUGH the leak would help wonders. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It has to do with what HLBSP does when it detects the leak. After the world has been chopped up into nodes, HLBSP starts at the corner of the mappable area (which it knows should be outside of the map) and begins removing any empty (non-solid) space that is reachable from that point without going through a wall. After it removes a section, it checks each adjacent section to continue the process, so that it slowly "fills" the outside of the map by removing information about open spaces there.

    When there's a leak, the fill process will eventually run into a non-solid node that contains an entity; the program assumes that the entity is reachable by the player and is therefore on the inside of the map, so it throws an error saying that there's a leak. The pointfile is a record of the path that HLBSP took when it was filling the level -- the lines are connected along the series of nodes that reached the entity to cause the error.

    The tools aren't sure where the leak occured; they just know they can reach an entity from the corner of mappable space and realize that means the player can potentially wander into the void. It might be possible to programmatically deduce likely leak spots by finding the smallest 2D opening that the pointfile path moves through (this isn't equivalent to using node portals, since the edge of a portal can border more open space in the next node along the same axis). It's a more complex problem than it might initially appear, however, especially since the required assumption that a leak is small isn't necessary true.

    EDIT: "notes" -> "nodes" in second sentence... ugh.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    edited May 2003
    There's no way to program a program to recognize what is your intended inside and outside of the map. sometimes artifacts in my mapping creates empty rooms, or almost closed rooms. The tools might think that this was part of the map. But the cause of a leak may be that I accidentally deleted a ceiling or entire room.
    Still, if you want to find a leak, the best method that works for me is creating a giant block that covers half of the map, if it compiles without a leak, half the size of that block. If it compiles with a leak, move the block to the other size. repeat ad nauseum.

    BTW, I've had leaks occur without any reason that I narrowed down to two hallways. as long as I plugged those hallways it would compile without a leak. The only way to stop it I found was to delete the hallways and rebuild them from scratch.
    You may have one of these nonsensical leaks, and then if you do, I erally feel sorry for you.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Now how does one get a trigger_hurt to damage buildings? Ideally I'd have it do 10x damage to buildings, but I guess what I'd have to do is have one damage buildings for 10x the amount the personnel damage does
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    What do you want to say Fortuna Wolf? Do you want one entitiy hurt players and in the same way damage buildings, just 10 times the amount? I never used trigger_hurt in NS but in other mods (without buildings) there is only one field for the damage in general. Perhaps you can tell us what EXACTLY you want to achieve? To damage a building you might have to use a trigger_push, so the lazy half-life engine realizes that there is something 'moving' in the trigger_hurt. (Maybe a fake push value of zero is already sufficient.)

    If I was creating a leak finder program - what I am not going to do because I have NO time - I would make it act like a human when searching leaks: Follow the leak line from the entity until you can see the void in 50% of all directions or so. Even if you have a small leak and some world-brushes oversized into the void that almose cover the leak and form a tunnel - a few meters outside the leak the surrounding brushes will be left behind and you can see more void than polys. You might not always be AT the leak but at least nearby. The rest can only be judged by a human eye, when you say: "This texture-allignment looks odd - must be the outside already."
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Preferrably, I would have it damage players and then buildings 10x
    I'll settle for damaging both players and buildings.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Here is what I want a leak program to find: Spots that are sourrounded by >50% void
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Is there a way that a leak finder can start at the first "enclosed" vis portal it finds, ignoring everything about adjacent portals...(IE exposure to void, entities, brushes etc.) and work its way out from thier checking each portal seperately for exposure, and then putting a giant brush over any portals it finds that are exposed? Instead of working from the outside in, go inside out?...perhaps even putting a "start" entity into the map in whatever vis portal you want the tool to start from?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I pretty impressed by the way u all want to help me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Will try something new. I guess its one of my noobish "you have a too short solid u moron!" leaks.
    Its funny that all the time of mapping doesnt prevents you from making such mistakes.

    @ Fortuna Wolf:
    This was a method that I had been using for long time. I think its the fastest way to find leaks in wc/vhe but the problem is with the zoner tools, that neither dont let you find your leak this way, what is REALLY annoying, nor allowing the map to get compiled by the "cordon bounds", that is very useful when you DONT use zoners. BTW: does anybody knows how to get the 8mb texture limit with zoners? Read something anywhere...

    Hope to find that "big" leak soon. Now will try an altered technique: Hide all entities except playerstart in a non-leak area. I will add a giant wall splitting the map in half and compile the map till I get my little leak error. Than add some walls to track it down. Sounds good, doesnt it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES!
    WOOOOOOOOOOOOOOOOOOOOOOOHOOOOOOOOOOOOOOOOOOOOOOOOO!!
    OOOOOOOOOOOOWNAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGE!!!

    I found my leak and Im quite happy about it (look at the first three words) <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    and only for information: it WAS a noobish "you have a too short solid you moron!" leak.
    But I will not rest. I will continue the fight and I will win!

    <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Now how about answering my question, How do I make trigger_hurt hurt buildings?
    I put a trigger hurt in, it hurts me, but any buildings I put in it are like, ladededadada.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    *freuweilleakweg*
    think about this:
    trigger_hurt is coded as hurting the player, in ns its like hurting ALL players (cuz there is not this cool flag for team hurt). a building is not a player, right? if u want to damage a building try some big explosions instead. *BOOM!* like this <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    btw does trigger_hurt damage to func_breakables? idea: there is a trigger called presence. so its possible to trigger the trigger_hurt. but keep in mind that ALL players take damage.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    edited May 2003
    if more ppl would use this "quickhowto" forum there might be less of the useless "I have a question" forums...

    however here is a new problem:
    if I place an ambience_generic that should play a custom soundfile (even with flag "is not looped" = UNCHECKED) it plays the sound once and finish. if I try the same entity with an standart ns soundfile the looping works without problems. is that a problme of the format? wav format, sample rates like hl soundfiles... WHAT IS THE DAMN PROBLEM?
    it sucks...
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    For future reference to anyone having a problem with leaks, Quark does a much better job of indicating them than the compiling tools do. It can do a search for 'Holes in map', which quickly finds the problem. If it is an invalid entity it places a red X on the entity, and if is a short or missing solid it places a single straight arrow pointing towards the leak. It's quite handy.
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