Page 1 of 2
Me again :D

Posted:
Sun Sep 16, 07 4:52 pm
by -=BrotherBear=-
Me Again
Num 1)
how do i get (in unrealed) lasertriggers to accuacly trigger something other than an alarm??? (like a door)
Num 2)
IS THIS POSSIBLE!
can i set something to Contantly trigger something... IE
a door... i set a timer for say.. 10... every 10 seconds that door opens or closes... is that possible?

Posted:
Sun Sep 16, 07 6:33 pm
by Kaiden
For laser triggers:
http://tack.planetdeusex.gamespy.com/Ho ... ggers.html
For num.2:
I know it's possible, not quite sure how though. *Waits for someone else to post*.

Posted:
Sun Sep 16, 07 7:56 pm
by Allan
Num. 2:
I -think- you can get a Dispatcher to trigger itself, but I can't remember how for the life of me.

Posted:
Mon Sep 17, 07 4:04 am
by Andrievskaya Veronika
-=BrotherBear=- wrote:can i set something to Contantly trigger something... IE
a door... i set a timer for say.. 10... every 10 seconds that door opens or closes... is that possible?
Set Door's initialState to
TriggerOpenTimed, then set
StayOpenTime to 10 (for 10 sec.)
Or use dispatcher. If you want to cycle events infinitely , you will need two dispatchers, but i forgot how


Posted:
Mon Sep 17, 07 6:08 am
by Legion
Come to think about it, i've been wondering somethings about SP mapping myself. things like making a sign rotate and never stop for example.. i've never seen a tut on that before.

Posted:
Mon Sep 17, 07 11:25 am
by -=BrotherBear=-
ok so noone has a good idea how to make constant doors???
(tho ill try that triggerOpen thingy)
sigh
That website :S wrote:NOTE: Another typical use for control panels is to disable BeamTrigger's. BeamTrigger's are the blue beams. They are similar to the red LaserTrigger's, but they are not set up to automatically trigger the alarm. They were usually used in Deus Ex for things like triggering explosions, enabling gun turrets, and opening doors to release angry robots.
what are blue lasers?
and wher ei find them

Posted:
Mon Sep 17, 07 11:56 am
by Andrievskaya Veronika
BeamTrigger emits
blue beam. LaserTriggere emits
red beam. You'll find them in Triggers. The full path is
Actor >> Triggers >> Trigger (in Class Browser)


Posted:
Mon Sep 17, 07 1:45 pm
by Bob
Satanic wrote:Come to think about it, i've been wondering somethings about SP mapping myself. things like making a sign rotate and never stop for example.. i've never seen a tut on that before.
I'm assuming you know ho to make a basic moverclass here.
Right, you put your mover (sign) into its required position, then open the mover's properties>movement>rotation rate and change which variables you need. Experiment with different numbers until you get whats just right for you.
I can't quite remember a reasonable speed.

Posted:
Mon Sep 17, 07 1:45 pm
by -=BrotherBear=-
Andrievskaya Veronika wrote:BeamTrigger emits
blue beam. LaserTriggere emits
red beam. You'll find them in Triggers. The full path is
Actor >> Triggers >> Trigger (in Class Browser)

kk thanks...
and [A]Nobody helped me understand a dispatcher over msn

thanks

EDIT
Bob wrote:I can't quite remember a reasonable speed.
0.25 is a good speed... i know this cause nobodys physics gun kinda spammed its speed


Posted:
Mon Sep 17, 07 2:54 pm
by -=BrotherBear=-
Too late to edit:
does anyone have a kinda... laserbeam trigger texture?? it would help me alot
also, how i do i get something to trigger when the map starts???
EDIT:
to ge a Dispatcher to work u only need 1 (if u want continual cycle)
u goto Properties>>Dispatcher>>OutEvents>>(type the tag of the dispatcher), and another tag u wanna activate,
then u goto OutDelays and put a time in for both , make sure they the same time tho

works bes tid say
then trigger the Dispatcvher.. somehow o.o

Posted:
Mon Sep 17, 07 6:19 pm
by -=BrotherBear=-
1)
someone make it so u can edit within 24 hours... cause 60 minutes is too short >_<
2)
can someone teach me to make textures??? will be grateful thanks


Posted:
Tue Sep 18, 07 10:36 am
by Andrievskaya Veronika
-=BrotherBear=- wrote:can someone teach me to make textures??? will be grateful thanks
This is just images, in BMP or PCX format. They should be 256-color (8 bit).
You can convert images to 256-color using
Bright 1.81The height and width of your textures need to be "powers of 2." In other words, both the height and the width need to be one of these numbers: 1, 2, 4, 8, 16, 32, 64, 128, or 256. UnrealEd will let you import higher res images (512, 1024, etc), but the Unreal 1 engine will not render those correctly. The height and width do not need to be the same, so a 64 x 32 image is fine.
You can use larger textures, up to 4096x4096.

Posted:
Tue Sep 18, 07 10:39 am
by Dae
Andrievskaya Veronika wrote:You can use larger textures, up to 4096x4096.
Not with the multiplayer


Posted:
Tue Sep 18, 07 10:45 am
by Andrievskaya Veronika
Dae[A] wrote:Not with the multiplayer
This will cause lags or something like this ?

Posted:
Tue Sep 18, 07 10:51 am
by Dae
Andrievskaya Veronika wrote:This will cause lags or something like this ?
Not everyone runs enhanced OpenGL.

Posted:
Tue Sep 18, 07 11:48 am
by -=BrotherBear=-
whats Bright?
and all i want is like a red laser door o.o
EDIT
ok i took ur advice and made a bmp texture, (tho i converted it into jpg for the dial up peeps
how i add it to my game?

Posted:
Tue Sep 18, 07 12:00 pm
by Jon
Effects.LaserTexture1 IIRC

Posted:
Tue Sep 18, 07 1:01 pm
by -=BrotherBear=-
OH and i found out a good rotation rate is about 20000 (sorry for teh 0.25)
16000 is about ceiling fan speed btw.

Posted:
Tue Sep 18, 07 1:45 pm
by Kaiden

Posted:
Tue Sep 18, 07 1:48 pm
by -=BrotherBear=-

Posted:
Tue Sep 18, 07 2:12 pm
by Kaiden
NP! (Again again again) hehe.

Posted:
Tue Sep 18, 07 11:35 pm
by -=BrotherBear=-
ok ive added a custom texture, but the picture is all blotchy and out of color

how i fix?

Posted:
Wed Sep 19, 07 1:58 pm
by Kaiden
Some textures will be.. What file type did you make it? Did you follow the size instructions? Make sure to resize the texture on your map to a small one too.

Posted:
Wed Sep 19, 07 7:37 pm
by -=BrotherBear=-
~[A]Kaiden~ wrote:Some textures will be.. What file type did you make it? Did you follow the size instructions? Make sure to resize the texture on your map to a small one too.
size was 256x256 format was (256 color).bmp
all instructions followed
what u eman resize on map?

Posted:
Thu Sep 20, 07 1:38 pm
by Kaiden
Like right clicking the texture, then selecting like "Texture properties" (Forget name). You can alter some things in there, like scale factor I think, and Pan it so it is alligned.

Posted:
Thu Sep 20, 07 1:56 pm
by -=BrotherBear=-
thats not the problem, the texture autoaligns cause of the way i made it simetrical, its just that the color is gone and its all a kinda orangish-greenish blob o.o

Posted:
Thu Sep 20, 07 1:58 pm
by Kaiden
I don't know much about textures.. I think they have to be very detailed to look good on DX. Just drawing a straight line of black on white will also be quite blotchy I think.

Posted:
Thu Sep 20, 07 1:59 pm
by -=BrotherBear=-
well how do i fix it???
and this time either reply faster or gimmi time to read other posts :S

Posted:
Fri Sep 21, 07 9:11 pm
by -=BrotherBear=-
You are only allowed to edit your post within the first 180 minute(s) of it being submitted.
better but can u make it 2 days?
i still cant add my own textures.. they just ... go blotchy


Posted:
Fri Sep 21, 07 11:49 pm
by Kaiden
~[A]Kaiden~ wrote:I don't know much about textures.. I think they have to be very detailed to look good on DX. Just drawing a straight line of black on white will also be quite blotchy I think.