Railway texture

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Railway texture

Postby Spiderbot01 » Thu Dec 22, 05 1:32 pm

Does anyone know which Texture package the Subway rails are in? I've searched through the most likely, i.e, Paris (for the metro), Subway itself and NYC, yet i can't find it, any ideas?
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Postby Dae » Thu Dec 22, 05 1:55 pm

MolePeople.Concrete.Nsub_trac_a

hope this helps :)
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Postby Spiderbot01 » Thu Dec 22, 05 2:08 pm

Dae, you absolute legend :D Thanks
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Postby AgentSmyth » Thu Dec 22, 05 2:09 pm

wat do u need it for? :)
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Postby Spiderbot01 » Thu Dec 22, 05 2:10 pm

Im adding a subway to SpideyVille2, no working trains though lol. Just an extra thing to explore...

Oh btw, is it possible to change the speed a door closesm like in the 'security center' i have big blast doors that i want to close slowly and dramatically. Anyway of doing it?
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Postby MainMan » Thu Dec 22, 05 3:11 pm

yeah in your mover/deusexmover properties, go to mover > movetime

the default is 1.000000 (1 second), but if you want a blast door just make it more.
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Postby Spiderbot01 » Thu Dec 22, 05 3:14 pm

Thnx MainMan :D
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Postby Spiderbot01 » Fri Dec 23, 05 10:54 pm

Another question, i thought I'd save the trouble of making a new topic. Is it possible to trigger a teleporter by entering an incorrect code into a keypad? i.e someone tries a wrong code at a weapons shop and bam, as a result get teleported to prison. Any ideas?
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Postby AgentSmyth » Fri Dec 23, 05 11:11 pm

well to trigger a tele is harder...but u could make a pit that if the code is entered wrong it opens and they fall in to be teleported away...

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Postby Spiderbot01 » Sat Dec 24, 05 12:40 pm

Also, I want an alarm sound to go off when the blast doors close how do you do that?
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Postby Gishank » Sat Dec 24, 05 1:40 pm

Set moving sound to the sound you want.
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Postby Spiderbot01 » Sat Dec 24, 05 1:43 pm

Ah trouble is I've alrady set mover sound to Pneumatic3 or whatever any other ways?
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Postby Gishank » Sat Dec 24, 05 1:54 pm

There will be .
Code: Select all
opened sound
opening sound
closed sound
closing sound

Set em to what you like for the sounds[/code]
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Postby Alex » Sat Dec 24, 05 2:31 pm

I think you can make some event that is triggered the same time as the door, and that event makes the sound
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Postby Gishank » Sat Dec 24, 05 3:46 pm

like an alarm?
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Postby Spiderbot01 » Sat Dec 24, 05 3:53 pm

<~>K}Ã?Ã?<~> wrote:like an alarm?


Basically yeah thats exactly what i want, Blast doors come down and an alarm sounds, like in that SG map, you know the one the GODZ hosted, the secret base in A-51, you pressed a button all the doors come down and an alarm starts...
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Postby Gishank » Sat Dec 24, 05 4:00 pm

just put an alarm in the map and name it's tag same as the blast doors one.
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Postby Bob » Sat Dec 24, 05 4:01 pm

That's trigger sounds.
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Postby AgentSmyth » Sat Dec 24, 05 6:19 pm

[Z]_Spiderbot01_[Z] wrote:Also, I want an alarm sound to go off when the blast doors close how do you do that?


Use a Dispatcher.... :D
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Postby Spiderbot01 » Sat Dec 24, 05 6:40 pm

AgentSmyth wrote:
[Z]_Spiderbot01_[Z] wrote:Also, I want an alarm sound to go off when the blast doors close how do you do that?


Use a Dispatcher.... :D


As the great minds often say: Eh?
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Postby AgentSmyth » Sat Dec 24, 05 10:16 pm

a dispatcher...its used to trigger multiple events with time delays, you could enter in all your tags, and even set time delays...it means u can run several different things with different tags all at once...very useful

Trigger > Dispatcher
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Postby Allan » Fri Dec 30, 05 3:36 pm

AgentSmyth wrote:a dispatcher...its used to trigger multiple events with time delays, you could enter in all your tags, and even set time delays...it means u can run several different things with different tags all at once...very useful

Trigger > Dispatcher


Spidey, if i sent you a copy of EvilLab before, look around the BladePads, it has the teleporters and dispatchers and everything set up so as if you get the code wrong, any pawns in the area get sent to jail. Use that as a guide, and copy to your own map :)

*Edit* To trigger a sound, use "AmbientSoundTriggered" in Keypoint\AmbientSound\AmbientSoundTriggered in the class browser. Then set it up with the sound, and add the sound to a dispatcher. Preverably after the start and end events, so it plays a sound throughout the whole sequence.
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