"Death Laser"push trigger event

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Sat Dec 12, 2009 9:14 pm

  • I'm trying to create a map, where there's a button, which once pressed triggers a "Big Death Ray Laser" that emits a beam in a direction and kills every player in that direction (and in a custom radius, of course), is it possible to do in NetRadiant?
    My first problem is to create a trigger event, I don't care if It's not possible to create a laser gun, my first problem is to link a weapon (it could be decent also a turret_phaser or a turret_plasma)to a push_trigger and target it in a precise direction.
    Is it possible?
    Thanks

    EDIT : Sorry, I meant func_button instead of push_trigger! :D
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    toneddu2000
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Sat Dec 12, 2009 10:21 pm

  • You could use an actual misc_laser entity and have it turn on and off with the button. The misc_laser entity lets you specify damage etc. I've done it before, although I'm sure there was some sort of odd problem with the laser ending up invisible but the damage still going on/off.
    Possibly not the worst mapper in the world.

    A blog of random pish:
    http://xeno.planetnexuiz.com/blog/?author=5
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    Sepelio
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Sun Dec 13, 2009 1:21 am

  • Thanks a Lot Sepelio! It works Great!
    To make it works like I wanted I made a little trick:
    I create a func button named laser_on and another func_button called laser_off.
    Now, with laser_on selected I create a target key and I linked misc_laser and target2 key and I linked laser_off
    Then in laser_on I added a wait key with value 6 so players will have to wait to re-enter button.
    In laser_off I added a speed 15 so it will be slower so laser will last more.

    Only a doubt: I wanted a very big laser beam, but with scale key set to 90 or even to 600 it doesn't scale (it scales at maximum to 4 or 6 or like that)to a bigger size, why?
    Thx again for your precious help!
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    toneddu2000
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Sun Dec 13, 2009 3:14 am

  • No idea. I haven't played with the laser scale. I'm sure you could just use multiple lasers and use a relay to set them all on/off at once.
    Possibly not the worst mapper in the world.

    A blog of random pish:
    http://xeno.planetnexuiz.com/blog/?author=5
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    Sepelio
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Sun Dec 13, 2009 3:46 pm

  • I'll try, thanks. But how can I use relay? I set target and I link a laser and target2 and I link second laser?
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    toneddu2000
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Sun Dec 13, 2009 6:09 pm

  • Yep thats the way. Each laser is a separate target of the relay.
    Possibly not the worst mapper in the world.

    A blog of random pish:
    http://xeno.planetnexuiz.com/blog/?author=5
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    Sepelio
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Sun Dec 13, 2009 7:34 pm

Tue Jan 12, 2010 2:22 pm

  • just reminded me of Q3A Electronics.
    If you wanna get more complex take a look at this: http://www.skore.de/images/stories/Q3A/ ... ronics.pdf
    This should work with Nexuiz too
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Tue Jan 12, 2010 3:29 pm

  • Wow :o !Thanks a lot Strahlemann!It seems a very complete guide to triggering in Radiant!But, is NetRadiant 100% compatible with Radiant? Or are there some commands that are not re-usable?
    However thanx!
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    toneddu2000
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Tue Jan 12, 2010 6:27 pm

  • If i recall correctly all you need to realize these "electronics" are
    - a shooter entity that can activate buttons by shooting on it
    - buttons that trigger doors/shooters
    - the shot may be blocked by a door-entity
    I believe sKore used q3's plasma-shooters, but it should also be possible to use nexuiz' shooters. (I don't know what kind of shooters there are currently)
    So this should work with Nexuiz/NetRadiant. Just change the described entities to the Nexuiz' ones accordingly
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Tue Jan 12, 2010 6:40 pm

  • iirc Nexuiz has no shooters the way q2/3 did.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Tue Jan 12, 2010 6:44 pm

  • No, but in DP can directly trigger multiple entities. Also, it has flip-flop, monoflop etc.
    For example, on my WIP map: http://pastebin.com/f4669043c
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Thu Jan 14, 2010 12:36 pm

  • ok guys, thanks.So ,if I understood correctly,I can replace q2/q3 shooters with normal triggers? The simple way I think it could be possible is to use ctrl+k between triggers, func_somenthing and brushes.
    Anyway, I'll test soon, and I'll show some screens!
    Thx all!
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    toneddu2000
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