Half-Life Fallout: Env_Render sequence help - Half-Life Fallout

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Env_Render sequence help In need of assistance completeing a complicated string of triggers.



City 17 Civilian

Posts: 1

#1 Posted 07 September 2011 - 10:18 AM

BETA map download location:

http://www.megaupload.com/?d=OZZT8I9W


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okay, so.. what I'm trying to do is.. make a complicated switch of environment in the middle of a death-match map.


I have this idea.. that uses a (trigger_multiple) in the center of the map, that when fired.. will cause spinning clouds to appear, a blue-ish back-ground to emerge into view.. and grass to grow from the ground...


..all this while simultaneously canceling sprites/lights that had previously been viewable. (causing the environment to appear to have been replaced with a 'day-time' alternate version of itself)


However, for some reason I'm having difficulties accomplishing this.

Is someone willing to review my map and explain to me exactly where I'm going wrong in this string of events?

I'm having specific problems.. with the wall textures (func_illusionary) won't toggle back off when the sequence ends.

other issues also occure.. (though i believe those can be resolved if the trigger_multiple, that begins the entire sequence, is set up correctly. I would like for it to NOT be able to be re-triggered during the sequence.. but to be able to be triggered again after the environment returns to its normal state.)

I would like for the entire 'day-time' sequence to last about 2 or 3 minutes.

Thank you in advance~!



Hupsakee!

Posts: 20,593

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#2 Posted 07 September 2011 - 10:26 AM

Please don't use overly large fonts sizes and useless spaces between your paragraphs, it makes reading a chore, and you're not getting any more attention that way.

Hopefully someone here will be able to help you, but I wouldn't hold my breath.
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A Vvaardenfell sunset



Ivan the Space Biker's Personal Aid

Posts: 6,225

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#3 Posted 07 September 2011 - 12:15 PM

are you sure you want to do that? It seems purely cosmetic and of little value to gameplay. Also, since the map compiles based on your brushes and what not in the editor, adding these drastic changes in light & textures dynamically might cause things to look wrong. Why dont you create a clone of the current map with all the feature changes and teleport everyone to the other map.

Portal 2 does that when wheatley attempts to save you. Instead of creating light & texture changes, you get teleporterd to a different map that looks exactly like the room you are in.


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