#1  
Old 06-28-2012, 01:49 AM
newbiemapping Offline
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Default Need help..Logic timer problem

I dont know how to set the logic_timer for counting 3mins Like the biotec one [30 secs?] can somebody help me to solve this?
and some of the objects that i added to the map , they dont appear in-game .....
[sorry for my english (]
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  #2  
Old 06-28-2012, 03:07 PM
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logic_timer counts in seconds so if you want it to go for 3 minutes you need to multiply 60*3 which gives you 180 and that's what you fill in for the refire interval value. If you need a better explanation let me know and I can put up a vmf for you to look at.
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  #3  
Old 06-29-2012, 02:32 AM
newbiemapping Offline
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Quote:
Originally Posted by Wazanator View Post
logic_timer counts in seconds so if you want it to go for 3 minutes you need to multiply 60*3 which gives you 180 and that's what you fill in for the refire interval value. If you need a better explanation let me know and I can put up a vmf for you to look at.
ok i got it,
how about the objects that i can move in-game ? [i tried prop_dynamic but some of them didnt appear in-game]
and is it prop_dynamic cant be moved by pushing ?

is there any way to make doors easily ?

thanks for helping
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Old 06-29-2012, 06:05 AM
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to make doors I would use prop_rotating_door

moveable props are prop_physic
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Old 06-30-2012, 03:45 AM
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When you're in the model viewer, if you click the info tab it will show you a chart of what model entities support that model, i.e. static, physics, or dynamic. They don't always work though so you just have to try each type until it does. Static and dynamic props don't move at all by themselves, but dynamic props can be parented to moving objects. But like Wazanator said, a self sustained movable physics prop must be a prop_physics (but it will only work if that model supports physics), however physics props cannot be parented to other moving objects. A func_physbox (brush entity) gives you the option to parent, but can be glitchy if you do.

Confused yet? Good! That means you're mapping!
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  #6  
Old 06-30-2012, 05:15 AM
newbiemapping Offline
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Quote:
Originally Posted by Wazanator View Post
to make doors I would use prop_rotating_door

moveable props are prop_physic
ok gonna try ~~~~~
thx~
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Old 06-30-2012, 05:17 AM
newbiemapping Offline
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Quote:
Originally Posted by Ratboy601 View Post
When you're in the model viewer, if you click the info tab it will show you a chart of what model entities support that model, i.e. static, physics, or dynamic. They don't always work though so you just have to try each type until it does. Static and dynamic props don't move at all by themselves, but dynamic props can be parented to moving objects. But like Wazanator said, a self sustained movable physics prop must be a prop_physics (but it will only work if that model supports physics), however physics props cannot be parented to other moving objects. A func_physbox (brush entity) gives you the option to parent, but can be glitchy if you do.

Confused yet? Good! That means you're mapping!
really a bit confused lol.......
thanks for helping
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  #8  
Old 07-08-2012, 09:04 AM
newbiemapping Offline
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umm
new problems about mapping ...
1. i can make a helicopter comes but cant make it back [after humans get on it or a few secs]
2. how can i move the zombies' spawning location [after objectives were finished]
3. Can i make a func_breakable with Only Allow Team function ??
4. env_fire didnt work in-game . how can i fix it?

sorry for my poor English (
thanks for helping
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  #9  
Old 07-08-2012, 12:12 PM
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1. What entities are you using?

2. If you name the zombie spawn points you can enable and disable them as players complete objectives

3. Create a filter_activator_team and then in you func_breakable set it to use that filter

4. How do you have env_fire setup? It should work
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  #10  
Old 07-08-2012, 06:55 PM
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1.i'm using func_tracktrain
2.ok
3.ok
4.I used entity tool and creat env_fire objects . Is that i have to enable them with logic_auto or logic_relay?
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