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Railway texture

Posted:
Thu Dec 22, 05 1:32 pm
by Spiderbot01
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?

Posted:
Thu Dec 22, 05 1:55 pm
by Dae
MolePeople.Concrete.Nsub_trac_a
hope this helps


Posted:
Thu Dec 22, 05 2:08 pm
by Spiderbot01
Dae, you absolute legend

Thanks

Posted:
Thu Dec 22, 05 2:09 pm
by AgentSmyth
wat do u need it for?


Posted:
Thu Dec 22, 05 2:10 pm
by Spiderbot01
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?

Posted:
Thu Dec 22, 05 3:11 pm
by MainMan
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.

Posted:
Thu Dec 22, 05 3:14 pm
by Spiderbot01
Thnx MainMan


Posted:
Fri Dec 23, 05 10:54 pm
by Spiderbot01
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?

Posted:
Fri Dec 23, 05 11:11 pm
by AgentSmyth
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...
200th post

Posted:
Sat Dec 24, 05 12:40 pm
by Spiderbot01
Also, I want an alarm sound to go off when the blast doors close how do you do that?

Posted:
Sat Dec 24, 05 1:40 pm
by Gishank
Set moving sound to the sound you want.

Posted:
Sat Dec 24, 05 1:43 pm
by Spiderbot01
Ah trouble is I've alrady set mover sound to Pneumatic3 or whatever any other ways?

Posted:
Sat Dec 24, 05 1:54 pm
by Gishank
There will be .
- Code: Select all
opened sound
opening sound
closed sound
closing sound
Set em to what you like for the sounds[/code]

Posted:
Sat Dec 24, 05 2:31 pm
by Alex
I think you can make some event that is triggered the same time as the door, and that event makes the sound

Posted:
Sat Dec 24, 05 3:46 pm
by Gishank
like an alarm?

Posted:
Sat Dec 24, 05 3:53 pm
by Spiderbot01
<~>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...

Posted:
Sat Dec 24, 05 4:00 pm
by Gishank
just put an alarm in the map and name it's tag same as the blast doors one.

Posted:
Sat Dec 24, 05 4:01 pm
by Bob
That's trigger sounds.

Posted:
Sat Dec 24, 05 6:19 pm
by AgentSmyth
[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....


Posted:
Sat Dec 24, 05 6:40 pm
by Spiderbot01
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....

As the great minds often say: Eh?

Posted:
Sat Dec 24, 05 10:16 pm
by AgentSmyth
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

Posted:
Fri Dec 30, 05 3:36 pm
by Allan
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.