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Welcome To {FWE}Forums => Crysis Wars Mapping/Modding => Topic started by: {FWE}Blake-Adm on November 06, 2009, 06:14:02 PM

Title: Adding visual and audio effects to teleports.
Post by: {FWE}Blake-Adm on November 06, 2009, 06:14:02 PM
                                                                            Adding visual effects to a teleport.
In order for these instructions to make sense, use this flowgraph as a template.
(https://www.fweclan.com/smf/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F1509%2Fstartex9.jpg&hash=9a467f9b41486fc453e434b3f6acf949097a0f28)
And
(https://www.fweclan.com/smf/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F9379%2Fstartrereileypc6.jpg&hash=eab1c6d22bd91fa9b9288c5a0189d3253bee9c06)
And
(https://www.fweclan.com/smf/proxy.php?request=http%3A%2F%2Fimg86.imageshack.us%2Fimg86%2F631%2Ftimedelaypm2.jpg&hash=ee6f8110edf6b9f92b360be1432ef266b0ab2df2)
And

After your flowgraph looks exactly like the one above, modify it by doing this:

Porta A erea: [leave] -> A logic close
Gate B: [out] -> A logic close
Porta B erea: [leave] -> closed logic B
Gate A: [out] -> closed logic B

And then:
- 2 - Teleportation

1) We need two "entity: getPos" that you assigned to your areatrigger.
Connect the "out" of the gate on a "Get" areatriggerB (teleport worm B), and "out" of the gate B on "Get" areatriggerA (teleporteB worm).



2) And add the node to teleport located in "Entity" -> BeamEntity.
It also adds a "localPlayer" two "Logic: Any" and "delay".
Connect the "Pos" two "getPos" on one of logic (it will be the new position to give the player)
Connect the "Out" both A and Gate B on the other logic (it will trigger our teleportation or beam)
Then, you need to start by  making two Any Logic, one for home effects and one for the reset effect. Both are needed in this case. Use this below as a guide:

1.)A link on the home Effect:
A Porta-area [Enter]
Porta-B area [Enter]

A link to reset Effect:
Open-TimeDelay Beam To B [Out]
A closed-Logic [Out]
Beam-TimeDelay To Open A [Out]
Closed B-Logic [Out]

2.) Next create a loop to repeat (delay = 0.1) with a gate to allow the reset
Start effect on [open] the gate, and reset to [close], then the gate (1 = Closed).
(https://www.fweclan.com/smf/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F9340%2Fbouclegl6.jpg&hash=0a20dcee8717fc7224d28af1c9b5f404d68e8ee2)


3.) Then there is a meter that has a pulse input for 100ms every 3s where it will be need to be reset.
Connect the "Out of the loop on any [in] the" counter ", and [out] to reset the logic on [Reset] the counter.
I will only be using three visual effects but the sky's the limit!
(https://www.fweclan.com/smf/proxy.php?request=http%3A%2F%2Fimg178.imageshack.us%2Fimg178%2F1891%2Fcounterdm0.jpg&hash=24c3aaa2d22cb764e049f950e5fe58edb877c8a9)
Adding Audio

All you have to do to add an audio affect is add a play sound, connect the [Play] with any logic Beam, and with the input entity localplayer, choose a sound. Sorry no pics for this part. Sorry if this isnt perfect, you do need prior flowgraph knowledge!
Title: Re: Adding visual and audio effects to teleports.
Post by: cloudstrife465 on November 20, 2009, 02:08:12 AM
im waiting for that video blake
Title: Re: Adding visual and audio effects to teleports.
Post by: Crysisxld banned ip spoofing on December 16, 2009, 11:42:58 AM
Wow lol never been on this topic i dont think cool job with the pictures, IF CLOUD ONLY HAD TIME TO READ IT ahahahahhahaah :D
Title: Re: Adding visual and audio effects to teleports.
Post by: Ketchup on December 16, 2009, 12:16:00 PM
Nice man, ur good with flow graphs. I just started getting a little better at them. Good work man!
Title: Re: Adding visual and audio effects to teleports.
Post by: cloudstrife465 on December 17, 2009, 06:22:07 PM
i ddi the two first part but wats the the one with the logic close thingg i dont get it can u make a video or givve pictures of it
Title: Re: Adding visual and audio effects to teleports.
Post by: Ketchup on December 17, 2009, 06:37:13 PM
are these teleports gonna work like ones in Ruins Multiversion? I thought it has something to do with gravity volumes.
Title: Re: Adding visual and audio effects to teleports.
Post by: cloudstrife465 on December 17, 2009, 07:03:35 PM
yehsomething lik that
it give it thin gs=
Title: Re: Adding visual and audio effects to teleports.
Post by: cloudstrife465 on December 19, 2009, 05:11:38 PM
2) And add the node to teleport located in "Entity" -> BeamEntity.
It also adds a "localPlayer" two "Logic: Any" and "delay".
Connect the "Pos" two "getPos" on one of logic (it will be the new position to give the player)
Connect the "Out" both A and Gate B on the other logic (it will trigger our teleportation or beam)

Then, you need to start by  making two Any Logic, one for home effects and one for the reset effect. Both are needed in this case. Use this below as a guide:

1.)A link on the home Effect:
A Porta-area [Enter]
Porta-B area [Enter]

A link to reset Effect:
Open-TimeDelay Beam To B [Out]
A closed-Logic [Out]
Beam-TimeDelay To Open A [Out]
Closed B-Logic [Out]

2.) Next create a loop to repeat (delay = 0.1) with a gate to allow the reset
Start effect on [open] the gate, and reset to [close], then the gate (1 = Closed).

i need help with this part i dont get it give a better explanation or a picture to it blake lol
Title: Re: Adding visual and audio effects to teleports.
Post by: cloudstrife465 on December 20, 2009, 09:46:03 AM
plz help blake
Title: Re: Adding visual and audio effects to teleports.
Post by: {FWE}Hooters-Adm on December 20, 2009, 12:36:46 PM
OMFG this flow graph looks like a DFD lol.. Database will haunt me forever!  :o
Title: Re: Adding visual and audio effects to teleports.
Post by: cloudstrife465 on December 20, 2009, 01:26:48 PM
I KNOW UR ONLINE BLAKE LOL JUST TELL ME HOW TO DO THIS
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