How Do I......
Ghozer
Join Date: 2003-05-22 Member: 16617Members, Constellation
How do i make like a slide show?
Let me explain a litle better
if you take a look at this image...
<img src='http://www.clanscf.com/rofl.jpg' border='0' alt='user posted image' />
I have 17 textures, (pictures of clan members) and i want to beable to have 17 buttons on a wall, each button is a picture of a clan member, HOWEVER...
for this to work, i would need to clear the "screen" on each button, before it puts up the image... how/where/when PLEASE help !:\
Let me explain a litle better
if you take a look at this image...
<img src='http://www.clanscf.com/rofl.jpg' border='0' alt='user posted image' />
I have 17 textures, (pictures of clan members) and i want to beable to have 17 buttons on a wall, each button is a picture of a clan member, HOWEVER...
for this to work, i would need to clear the "screen" on each button, before it puts up the image... how/where/when PLEASE help !:\
Comments
Then in Hammer make each texture one <span style='color:purple'>func_wall_toogle</span> an then its just entry work nad youre done...
hope this helped :\
Then create a trigger_relay for each func_wall_toggle with triggerstate ON and have the multimaneget target only the trigger_relay belonging to the image you want to show.
Perhaps a little overkill, but should make it fool proof, even when the same button is pushed twice or so.
If func_wall_toggle doesn't respond to the triggerstates it's easiest to use env_render instead to make them visible or invisible (a func_wall would actually do just as fine in that case).
Most entity efficient would probably be a system with trigger_changetargets, though a little less robust then the aforementioned methods.
Then create a trigger_relay for each func_wall_toggle with triggerstate ON and have the multimaneget target only the trigger_relay belonging to the image you want to show.
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hmhm that makes up a good amount of point entities.
17 trigger_relay with OFF state
17 trigger_relay with ON state
34 multimanager to handle them since 1 multimanager can't handle 17 targets
thats err... 68 point entities for it.. quite a bit too much
in my opinion you should get one trigger_relays with OFF state for each wall, but all with the same name and discard the trigger_relays with ON state and one multimanager for each button. the multimanager targets the name of the trigger_relays with OFF state at 0 seconds and the relating wall which should be swiched on directly at 0.1 seconds.
That way you would save 34 point entities... BUT you would get a pretty short switching effect for these 0.1 seconds. On the other hand you could even increase the time before triggering the wall to like one second and combine it with an slide projector click sound. an with a white wall 1 unit behind the wall toggles you could create a nice effect.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...each button target a multimanager that targets all these trigger_relays ...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well he wants 17 buttons. And one multimanager can handle just 16 targets.. so 17 is one too much which would require a second multimanager which makes 2 multimanagers per button and that makes 34 multimanagers
or I simply got it wrong <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The reason I included a second set of trigger_relays for the ON state is to make it fool proof (people pushing the same button twice, several buttons shortly after each other, etc.)
But I agree that this would be a system that requires a lot of entities, hence the mention of a method that uses trigger_changetarget. Would be a lot more complex to set up though.
To keep the entity count lowest and maintain a foolproof system, combining trigger_changetargets with a single button would probably be the best method, to cycle through the func_wall_toggles. May not be what Ghozer is after though.
func_button targets 1
trigger_changetarget 1 is triggered by 1 and changes the button's target to 2
func_wall_toggle 1 is triggered by 1 and turns on
trigger_relay 1 is triggered by 1 and turns func_wall_toggle 17 off
Pushing the button again triggers 2
trigger_changetarget 2 is triggered by 2 and changes the button's target to 3
func_wall_toggle 2 is triggered by 2 and turns on
trigger_relay 2 is triggered by 2 and turns func_wall_toggle 1 off
etc.
This would require 17 + 1 = 18 brush based entities (as opposed to 34) and 17 + 17 = 34 point based entities for a grand total of 52 entities. Still quite a lot for a simple slide show, but in a co map it might be doable. Also, this entity system doesn't rely on the assumption that func_wall_toggle properly responds to triggerstates, which I'm not certain off, since the trigger_relay used to turn the wall off always only targets a wall that's on.
but.. I thought of another possiblity last night which wasn't about changing walls. The idea was based on toggeling textures instead of switching walls. since a func_wall can switch it's texture when triggered, when you have a +0texname and a +atexname texture. that way the projecting walls can be reduced by the half. But I havn't thought about trigger system yet.