Env_Render sequence help In need of assistance completeing a complicated string of triggers.
City 17 Civilian
#1 Posted 07 September 2011 - 10:18 AM
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~!
#2 Posted 07 September 2011 - 10:26 AM
Hopefully someone here will be able to help you, but I wouldn't hold my breath.
A Vvaardenfell sunset
Ivan the Space Biker's Personal Aid
#3 Posted 07 September 2011 - 12:15 PM
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.