Eh...

[GR]Ocean
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Eh...

Post by [GR]Ocean » Fri May 06, 2011 8:39 pm

Well i have this:
prop_dynamic_create props_wasteland/rockcliff06d.mdl
ent_setname Laser
ent_fire Laser addoutput "origin 107.629798 -472.325683 7090"
ent_fire Laser addoutput "angles 4.446144 6.842383 -3.593647"

give phys_convert
ent_fire phys_convert addoutput "targetname Ocean_Phys_Convert"
ent_fire Ocean_Phys_Convert addoutput "target Laser"
ent_fire Ocean_Phys_Convert ConvertTarget
Works fine tohugh, but not finished. Well my problem is, I want to give it a trail, but how? I know, env shits. But how to locate it at one side of the rockcliff?
Also, how i make it does something (like shake) when it impact the floor?

Thanks:

If you gonna troll or do some joke, please gtfo >:

Ryan
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Re: Eh...

Post by Ryan » Sat May 07, 2011 4:01 am

hmm, env_shake?
trails can be setparented, but i think you can set their beginning origin beforehand. Blade will come and tell me im all wrong >>

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Alcatraz514
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Re: Eh...

Post by Alcatraz514 » Sat May 07, 2011 4:19 am

Maybye setparent info_target to rock and trail to info_target ?
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Anonymous

Re: Eh...

Post by Anonymous » Sat May 07, 2011 4:23 am

-sighs-
Its just try and hope ^^

[GR]Ocean
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Re: Eh...

Post by [GR]Ocean » Sat May 07, 2011 10:18 am

[GR]Ryan wrote:hmm, env_shake?
trails can be setparented, but i think you can set their beginning origin beforehand. Blade will come and tell me im all wrong >>
Also, how i make it does something (like shake) when it impact the floor?,
Well i'm sorry i explained wrong. Yeah, for shake i know env_shake, but how do i check when it impacted the floor or some type of prop :P

Thanks ;D

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Re: Eh...

Post by Ryan » Sat May 07, 2011 3:18 pm

or you could time the waits, because im lazy like that. You could make it aim for a path_corner, as there is a OnPass input associated with that.

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ßlade
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Re: Eh...

Post by ßlade » Sun May 08, 2011 2:45 am

[GR]Ryan wrote:hmm, env_shake?
trails can be setparented, but i think you can set their beginning origin beforehand. Blade will come and tell me im all wrong >>
Setting the beginning origin beforehand as you said is usually used with props, this method has its advantages and disadvantages.

As far as i can remember does a trail only follows its parent (setting the origin would not display the trail), means, a good advice would be parenting the trail to an info_target first and afterwars the info_target to the rock as mentioned before.

@env_shake
Using path_track|corner ? lolololololololol
That would require that the rock would be parented to a train, which passes the path_track :)
Uhm, but im a bit confused, does the creator of the post means he wants its rock to shake the screens or shake itself ? Also does he want to carry it around and each time he drops it it shakes or just once when the rockscript is done as a final effect ?

PS: call me paranoid but why is he able to manage phys_convert to work, but struggles with simple trails and shakes ?
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Ryan
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Re: Eh...

Post by Ryan » Sun May 08, 2011 5:54 am

ßlade wrote:@env_shake
Using path_track|corner ? lolololololololol
That would require that the rock would be parented to a train, which passes the path_track :)
Uhm, but im a bit confused, does the creator of the post means he wants its rock to shake the screens or shake itself ? Also does he want to carry it around and each time he drops it it shakes or just once when the rockscript is done as a final effect ?

PS: call me paranoid but why is he able to manage phys_convert to work, but struggles with simple trails and shakes ?
I was avoiding giving the name of the train D:
I thought it was obvious that you needed an entity to work with the path_corner. Oh, and I haven't tried, but im sure phys_convert can't be too hard. :3

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ant_8490
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Re: Eh...

Post by ant_8490 » Sun May 08, 2011 7:46 am

Ughhhhh... Nothing is really hard if it's listed on the valve dev site. All entities are created and modified in the same format. The only thing that changes is the keyvalue, input, and output names.
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Re: Eh...

Post by Nicdel » Sun May 08, 2011 3:08 pm

Create trail using a grenade and settimer input. To make the shake, just have a look at phys_converts keyvalues.
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