Level Transitions, In-Game Messages, and other dilemmas.

Bya

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I'm working on a HL2 Campaign, and I have some problems.
The Level Transitions are a bit annoying, I've read the Valve Developers Page, but it focuses on WHY it should be made, and not how. The Loading comes up, but instead of transitioning to the next map, it just returns me to the HL2 Main Screen.

I want messages to be able to pop up once a condition is met, similar to the 'Subtitles' function, but only with text, and no noises. Any idea how this is possible?

EDIT: Also, how to make a proper func_door rotating would be appreciated. It works right, but turns in the middle instead of at the side, if you get what I'm saying.

EDIT2: And a func door with a lock on it would be nice, similar to the one at the beginning of "We Don't Go To Ravenholm." The kind of lock that is destroyed when shot, and then can be used right.
 
To make your func_door_rotating rotate properly, use the selection tool, click on it, and then drag the blue circle that appears in the middle of the door over to the point which you wish the door to rotate around.

As for the locked door (somebody correct me if I get any of this wrong, still an SDK newbie):
1. Create your func_door or func_door_rotating, give it a name, and in the flags tab set it to "Start Locked"
2. Create a brush for your lock, make it a func_breakable, and give it a name also.
3. In the Outputs for the Lock func_breakable, make a new output with the fields reading OnBreak, [DoorName], Unlock.

Voila.
 
Wait a second, what blue circle?
I don't see one.
 
Wait a second, what blue circle?
I don't see one.
Hm, just looked ... it seems they may have changed that with the last SDK update? It's now just a hollow white circle in the middle of the brush. Click that and drag it.
 
If you want the lock to have a model as well, create a prop_physics, set its flags to Motion Disabled, Not Affected By Rotorwash, Prevent Pickup And Prevent Motion Enable On Player Bump And name accordingly. Go to your func_breakable, and create a new output. OnBreak [Name Of Lock] Enablemotion. Ta Da!
 
If you want the lock to have a model as well, create a prop_physics, set its flags to Motion Disabled, Not Affected By Rotorwash, Prevent Pickup And Prevent Motion Enable On Player Bump And name accordingly. Go to your func_breakable, and create a new output. OnBreak [Name Of Lock] Enablemotion. Ta Da!
Was wondering how to do that myself, actually. Thanks.
 
Was wondering how to do that myself, actually. Thanks.

No problem.


Dont bump your thread. Wait for someone to find the thread and figure out a solution.
 
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