- Jul 18, 2013
- 101
- 45
trigger sfx on players? entity's position activates trigger?
hello tf2maps.net community. lately, rather than playing tf2, i've been spending my free time learning the source sdk tools.
:sleep:
it honestly has been an absolute blast and i'd love to share some screenshots of where i'm at with my very first tf2 map with all of you. i also had two problems i hoped you might be able to help me with.
it's important to remind myself that the purpose of this map is to learn the tools and experience the entire tf2 map making process so i can apply them to another map idea i really like that i'll no doubt share some other day.
for now, please check out the latest images of the alpha of "cp_divide" right HERE!
if you're interested in starting from the very beginnings of the creation process, start HERE!
i've been grabbing shots of the map at least once a week. the file version numbers run in sequential order (01, 02, 03...) and are saved as either *.jpg or *.png using the same url path.
i had also grabbed some shots with some floors and walls hidden so i could share some harder to see playspaces, seen in this image HERE!
i hope my screenshots are enticing to you. after some time, when i've done my experimenting and building chores and have tested it with a smaller circle of my friends to overcome likely beginner missteps AND i feel its ready for a larger group to tear apart and help refine, i'll come a knocking.
i'd like to accomplish two small things in my map but i currently do not have the know-how required to create them. my tinkering and blind searching has left me with very little to go on. i'd be very grateful to any help you might have to offer.
SOUND EFFECT FROM A PLAYER?
1.> i'd like a scraping sound effect to emanate from one or multiple players, whomever activates the trigger volumes placed along the rooftop. for all tense and purposes it serves its play function but, it is something i'd like to do if there is a means of achieving the effect.
here's a clear shot of the setup:
i could also be going about solving this problem all wrong or there might be an alternative solution and i'd be grateful to hear it.
also, i've noticed not a lot of official valve maps use large "surfable" surfaces. i don't even have what i'd call a novice level of experience playing in surf maps so, i'd ask, what are some major design pitfalls to look out for when trying to integrate a space like this into a level?
ACTIVATING A PARTICLE USING A PARENTED PROP, ENTITY, OR INVISIBLE BRUSH?
2.> i'd like to trigger a spark effect when two sawblades kiss. the blades are working thanks to an old tutorial thread i found here on the forums.
i cannot time the spark effect as i chose to trigger the start of the sawblade when a player leaves their initial spawn room, rather than using a "logic_auto" entity, as the conversation in the thread suggests. i enjoyed the idea of making the timing on it randomly unique to each session, in hopes to mix it up a bit. the second blade is actually introduced when a team captures the opposing team's cp, making that specific hallway twice as busy.
on top of those two factors, the ceiling blade moves faster when moving to the right and then slower to the left, while the ground blade moves in the opposite manner; fast left, slow right.
cropped shot of my sawblade setup:
SO! with my limited experience, i'd assume i'd parent the env_spark to one of the blades, then a trigger volume to another that starts the spark when entering the volume, then stops when exiting. that way when the two blades happen to move in align and travel in the same position and direction, the spark would last for a longer period of time, making for what i imagine would be a great visual effect.
thanks for your time! any suggestions or help with this problem would obviously be greatly appreciated!
ps. right now i've named the map "cp_divide", what do you think? firstly, is that name taken? secondly, based on the screenshots linked at the start, what would you name it?
hello tf2maps.net community. lately, rather than playing tf2, i've been spending my free time learning the source sdk tools.
:sleep:
it honestly has been an absolute blast and i'd love to share some screenshots of where i'm at with my very first tf2 map with all of you. i also had two problems i hoped you might be able to help me with.
it's important to remind myself that the purpose of this map is to learn the tools and experience the entire tf2 map making process so i can apply them to another map idea i really like that i'll no doubt share some other day.
for now, please check out the latest images of the alpha of "cp_divide" right HERE!
if you're interested in starting from the very beginnings of the creation process, start HERE!
i've been grabbing shots of the map at least once a week. the file version numbers run in sequential order (01, 02, 03...) and are saved as either *.jpg or *.png using the same url path.
i had also grabbed some shots with some floors and walls hidden so i could share some harder to see playspaces, seen in this image HERE!
i hope my screenshots are enticing to you. after some time, when i've done my experimenting and building chores and have tested it with a smaller circle of my friends to overcome likely beginner missteps AND i feel its ready for a larger group to tear apart and help refine, i'll come a knocking.
i'd like to accomplish two small things in my map but i currently do not have the know-how required to create them. my tinkering and blind searching has left me with very little to go on. i'd be very grateful to any help you might have to offer.
SOUND EFFECT FROM A PLAYER?
1.> i'd like a scraping sound effect to emanate from one or multiple players, whomever activates the trigger volumes placed along the rooftop. for all tense and purposes it serves its play function but, it is something i'd like to do if there is a means of achieving the effect.
here's a clear shot of the setup:
i could also be going about solving this problem all wrong or there might be an alternative solution and i'd be grateful to hear it.
also, i've noticed not a lot of official valve maps use large "surfable" surfaces. i don't even have what i'd call a novice level of experience playing in surf maps so, i'd ask, what are some major design pitfalls to look out for when trying to integrate a space like this into a level?
ACTIVATING A PARTICLE USING A PARENTED PROP, ENTITY, OR INVISIBLE BRUSH?
2.> i'd like to trigger a spark effect when two sawblades kiss. the blades are working thanks to an old tutorial thread i found here on the forums.
i cannot time the spark effect as i chose to trigger the start of the sawblade when a player leaves their initial spawn room, rather than using a "logic_auto" entity, as the conversation in the thread suggests. i enjoyed the idea of making the timing on it randomly unique to each session, in hopes to mix it up a bit. the second blade is actually introduced when a team captures the opposing team's cp, making that specific hallway twice as busy.
on top of those two factors, the ceiling blade moves faster when moving to the right and then slower to the left, while the ground blade moves in the opposite manner; fast left, slow right.
cropped shot of my sawblade setup:
SO! with my limited experience, i'd assume i'd parent the env_spark to one of the blades, then a trigger volume to another that starts the spark when entering the volume, then stops when exiting. that way when the two blades happen to move in align and travel in the same position and direction, the spark would last for a longer period of time, making for what i imagine would be a great visual effect.
thanks for your time! any suggestions or help with this problem would obviously be greatly appreciated!
ps. right now i've named the map "cp_divide", what do you think? firstly, is that name taken? secondly, based on the screenshots linked at the start, what would you name it?
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