fade to black

WAR_Nuker

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is there any kind of trigger in MP that, when you fall into a pit (trigger perhaps), the player dies (suicide) and respawns? cause i got this little pit that is really deep and i dont want the player to just fall all the way down. i know i could just put a trigger hurt there, and im sure thats part of the solution, but in my scenario it would probably be a good idea to make the players screen fade to black until the player respawns. my pit is outer space, and outer space space doesnt have a floor. the problem is, a skybox does have a floor. any help on making the dead players screen fade to black?
 
ok i got the trigger hurt and the env_fade was discovered. i made the output for the trigger hurt to be onplayer hurt, "env_fade", Fade. set the damage to be 300, but when the player enters the trigger hurt, the player is shot back out of the trigger area (after being instantly killed) and back into the map area. it fades to black for a bit and then the screen goes back to normal.

Edit: found the flag in env_fade that says "Stay out". as for the trigger hurt....i just lowered it. only problem i have now is that the player isnt killed instantly. it does 50 damage every half second when it should be instantaneous. any way i can kill the player instantly?
 
trigger_multiple
output OnStartTouch target !activator input SetHealth parameter 0

(May not work well in CS:S because, for unknown reasons, SetHealth only does damage and doesn't actually set the health; therefore, for CS:S, use a parameter of -5000 or so.)
 
ah 1 bug in this thing. say if someone launches a rocket at you and you die....and THEN your helpless body is blown right into the pit...the camera wont fade. anything i can do about this?
 
You might flag the trigger to work for "Everything" and hope that Everything includes deceased players...
 
big bug in this. if someone else dies....everyones vision in the game goes black until they are killed or kill themselves. how can i fix this?
 
WAR_Nuker said:
big bug in this. if someone else dies....everyones vision in the game goes black until they are killed or kill themselves. how can i fix this?

I saw this on a SourceForts map and assumed it was the mapper's error, but it seems it's actually an FGD error. Env_fade is missing flag number 4, which should be "Only Affect Activator" or something similar. To fix it, open your env_fade's properties, turn off SmartEdit, find the key spawnflags, and add 4 to whatever its value is (2 becomes 6, 1 becomes 5, 8 becomes 12); or, if the key doesn't exist, create it with a value of 4. After that, stay away from the Flags tab, as it could reset your changes.

Next time I release an update to my FGD I'll include a proper flag 4.
 
yeah i was reading something along those lines too. the article said 'just check the activator only flag if you want to only affect the activator and not all the players'. i was like 'sweet!....wait this guys on crack there is no flag like that'. its awesome you figured it out though. thanks again man.
 
Heh... Yeah, Spirit was an extension of the original HL that added a good number of features we now see in HL2.
 
WAR_Nuker said:
http://spirit.valve-erc.com/guide/EntityGuide.html all entities are in alphabetical order.

Edit: wait....its dated 2002. i think this one refers to the first half life. i should really pay more attention to that. my bad ahhh....

When it comes down to it, many Hl1 tutorials will apply to hl2. There isn't that much difference between entities except for the input/output system and the new entities.
 
ok one thing with this....when you fall into the trigger it will kill you and fade to black. that is fine....but after a while you dont press respawn youll hear a big THUD (the body hits the bottom of the skybox). is there any trigger that will like make the dead bodies stop moving/falling when they are in it? i have an occluder just above the skybox floor so when you look down you cant see a bunch of dead bodies laying on the bottom of the skybox.....so this is all i need.

Edit: trigger vphysics motion sounds like a good candidate...
 
ok i got another idea....how can i kill a player and dissolve them at the same time? by that i mean what kind of trigger would i use?
 
The ragdolls that appear when a player dies are a bit different from other entities in that they're completely client-side. You should expect strange behavior.

I don't know of a trigger that can dissolve any entity. Trigger_remove can remove stuff, but it might be dangerous.
 
dangerous....you mean if a player falls in it it might remove the player?

i tried looking through the citadel map from hl2 to see how they did it....(the part where if you throw a combine soldier into a beam the soldier will dissolve) i found physics trap something or other but couldnt get that to work. i will see what i can do with the trigger remove.

Edit: yeah i tried dying and falling into the trigger remove. didnt work. im going to conclude that you cannot manipulate dead players....except maybe shoot them so they jerk around.
 
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