[Source 1] Hammer Tutorial V2 Series #12 "Input and Output overview"

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TopHATTwaffle

TopHATTwaffle

Күн бұрын

Пікірлер: 47
@jasonlor9735
@jasonlor9735 6 жыл бұрын
Finally, a video that talks about how to script... almost.
@2muchrubik
@2muchrubik 4 жыл бұрын
source scripting is an ancient art that not a whole lot of people seem to do anymore sadly.
@Vunsunta
@Vunsunta 11 жыл бұрын
Haven't watched this yet, but I've been waiting for something like this, thanks!
@strangebones2000
@strangebones2000 7 жыл бұрын
You finally said "Global Offensive" instead of "Global Offense"
@AdudenamedKemp
@AdudenamedKemp 9 ай бұрын
Can you make a trigger brush respond only to a SPECIFIC physics prop? I know you can use the trigger's flags to make it respond to only physics objects or only the client, but I can't seem to make a SPECIFIC object trigger it.
@justrandomthings2193
@justrandomthings2193 9 ай бұрын
you should pair your trigger with a "filter_activator_name" entity by putting in the filters name in the "Filter name" field in the trigger
@justrandomthings2193
@justrandomthings2193 9 ай бұрын
to filter a specific prop named, lets say, "Bob", you should put its name in the "Filter name" field in the filter
@ilyec7859
@ilyec7859 9 жыл бұрын
Hey, thank you for the tutorial, i have only one question: How can i make a helicopter flying from CT Spawn when the round started (Just like on Aztec, Vertigo, Dust 1)
@muntadar1655
@muntadar1655 4 жыл бұрын
you could decompile the map and see how the helicopter functions in hammer
@probes-arealone
@probes-arealone 2 жыл бұрын
@@muntadar1655 dude its been 5 years he probably got it figured ouy
@corylahey615
@corylahey615 2 жыл бұрын
@@probes-arealone dude its been 1 year he probably got it figured out
@danilomoscoso1213
@danilomoscoso1213 2 жыл бұрын
@@corylahey615 dude its been 2 months he probably got it figured out
@papagator403
@papagator403 2 жыл бұрын
@@danilomoscoso1213 dude its been 1 month he probably got it figured out
@svdragster
@svdragster 11 жыл бұрын
I really appreciate your videos. Thankyou very much for uploading these tutorials!
@bluelambda
@bluelambda 2 жыл бұрын
I came here straight from the lighting tutorial but you only explained doors. i have still no clue how to get the skin to change with the like flickering in unison
@ASlipper
@ASlipper Жыл бұрын
same here
@IroAppe
@IroAppe 11 жыл бұрын
Cool, at 19:17 you talk about the Trigger Once: "...but it won´t open again" and right then you get an alert, as if you triggered it :D
@odeghy
@odeghy 10 жыл бұрын
There is no 19:17
@ST3VI3RICHI3
@ST3VI3RICHI3 6 жыл бұрын
odeghy wait, what? I have a 32 min video.
@asmylia9880
@asmylia9880 5 жыл бұрын
@@ST3VI3RICHI3 it's just 12min long...
@oswaldhomolka
@oswaldhomolka Жыл бұрын
I used this tutorial nine years later for a source 2 map. (A half life Alyx map)
@rapperneto5301
@rapperneto5301 3 жыл бұрын
i dont have an open via output i can only select setanimation or something
@FlyByWire_JW
@FlyByWire_JW 9 жыл бұрын
Everything you do with doors, can it all be used for Half Life 2 Role-play?
@VitaTheMerm
@VitaTheMerm 2 жыл бұрын
Pretty sure basically all rp maps have doors
@dr.wifianonymous7233
@dr.wifianonymous7233 9 жыл бұрын
how would you make that conveyor belt that is on some tf2 servers which moves players for example: on a tf2 idle server when you spawn you start moving to the side automaticly into a hole so the enemys can kill you. how would i do this?
@P4INKiller
@P4INKiller 9 жыл бұрын
+Dr.WifI [Anonymous] You should look into func_conveyor.
@dullishowl
@dullishowl 2 жыл бұрын
"There will be more I/O to come" and yet I haven't found any videos after this point focused primarily on trigger entities and the I/O tabs. I'm trying to make buttons which will start (and stop) a prop timer -and HUD elements- for a KZ map and I'm finding 0 info about it online. Can you or anyone else point me to the information I need on this? Love your vids btw. Very informative for budding csgo mappers
@TopHATTwaffle
@TopHATTwaffle 2 жыл бұрын
These days, vscript (assuming your game supports it) is far superior to traditional IO for logic purposes.
@BlackShadow233
@BlackShadow233 8 жыл бұрын
so i have a question i need to make a brush for a platform for an elevator tie that to an entity can i tie it to the prop elevator model ect... and tie the door for that elevator as well because i am trying to figure that out. also would be nice to now how to tie the info start player to a chair kinda like a sequence where player spawns in a locked chair and obviously press e to get out. i'm trying to do that.
@antus37
@antus37 3 жыл бұрын
You can simply create a brush anywhere in the world (as long as it's sealed in a box), preferably in the prop you'll be using as an elevator, and tie it to func_door. Then you make the necessary adjustments (for the elevator to go up and down) and name the func_door something like "Henry". When you place a prop in your world, in the properties, change the "Parent" to the previously named func_door (in this instance - Henry). You do the same with the door you want in your elevator. All you need now is a trigger, which you can also modify to have its parent be the elevator, so it can ride with the elevator itself. The only problem is that having a func_door working as an elevator is a bit problematic so I'd much rather use a func_train, there are plenty of tutorials on it, so you won't have much problems with finding them. Now for the last part, I didn't use gmod hammer too much, so I may be wrong but I doubt that you can spawn in a locked chair. You might however want to check on the internet if you can.
@priestoffern1608
@priestoffern1608 4 жыл бұрын
I have a question: How would I add parameters to Target input or "via this input" (i.e SetAnimation)
@stressedcatinabox
@stressedcatinabox 3 жыл бұрын
You write in the name of the animation in the parameter override box. it should be under the outputs somewhere, but I don’t remember where exactly.
@twtmis19
@twtmis19 8 жыл бұрын
how would you make a kill zone? like for a cliff or something. thanks
@Jack-fz8gc
@Jack-fz8gc 6 жыл бұрын
Melissa Smith trigger_hurt
@antus37
@antus37 3 жыл бұрын
trigger_hurt, then just tweak the properties so that it deals eg. 100 dmg and change the damage cap to eg. 10, then it will deal 10 dmg per second or change it to 100, then it will kill you instantly
@SonnoMaku
@SonnoMaku 11 жыл бұрын
Thanks for this tutorial.
@kennyvsspenny24
@kennyvsspenny24 11 жыл бұрын
Awesome thanks!
@buumi3
@buumi3 11 жыл бұрын
thx again!
@ImMagicDesigns
@ImMagicDesigns 2 жыл бұрын
Mlk, se pá que o canal foi hackeado
@benm6861
@benm6861 11 жыл бұрын
13:33 you are the god of csgo lol
@shavitush
@shavitush 11 жыл бұрын
No even 13:33 in this video, o.o
@JustAnAverageGuy5731
@JustAnAverageGuy5731 11 ай бұрын
Either I'm just inexperienced, or r*tarded (most likely), but inputs and outputs suddenly seem very simple to me. I was STRUGGLING with that sheet before, but now I'm like Tony Stark.
@joeybaboeyfied
@joeybaboeyfied 11 жыл бұрын
Cooolll
@toiletmangaminghd5714
@toiletmangaminghd5714 4 жыл бұрын
Hey, for some reason i dont have outputs and inputs in Hammer editor Or in J.A.C.K You said I/O Exists in every source engine game, Do i have to activate it? And if i do Could You Explain how to? Would Appreciate It.
@sam432er5
@sam432er5 4 жыл бұрын
That's because Goldsource engine games have their own version of I/O (aka "logic_relay" and "logic_auto" entities) That version in question are two or rather four entities, two of which you will use the most which are the "multi_manager" and "trigger_relay" entities and from my experience they work in a almost kind of similar fashion to the I/O functions in the Source engine. The other two entities in question are the "trigger_auto" and "multisource" entities but i haven't messed with them too much, i assume they are for scripted sequences with a lot of actions going off at the same time. And how do you work with these entities, well it's hard for me to put it into words since i'm not an expert at Goldsource mapping, so look to the website called TWHL(The Whole Half-Life) and i'm sure you will hopefully find something there regarding your question. So all in all there's your brief simplified explanation, and if you all ready figured this out just ignore this comment.
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