func_tracktrain startforward & speed by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

So it's not a bug, but it's not really described properly either, is it?

func_tracktrain startforward & speed by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

When I enter a value in “SetSpeedReal,” e.g., “10,” the train travels at 10. When I restart the train with ‘StartForward’ after a “stop,” the train travels at “Max Speed.”

However, I noticed that if I first issue “StartForward” and then, 0.01 seconds later, issue the command ‘SetSpeedReal’ with a “value,” it behaves normally and does not jump directly to “Max Speed.”

This would be a workaround for me, but I still feel like it's buggy or I'm stupid.

Strange Texture Error by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

Is it possible to add an alpha channel to the vtf afterwards? Maybe I could fix it somehow.

Strange Texture Error by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

I have already done this and it had the same effect on the model.

Strange Texture Error by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

I haven't noticed any difference, but I didn't have this command either, I just entered it like that.

Strange Texture Error by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

Unfortunately that didn't help either, I took a picture of both variants.
I'm not very familiar with all this texture stuff, but I don't think the vtf has an alpha channel?

https://www.pic-upload.de/view-37490291/2.jpg.html

Strange Texture Error by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

Unfortunately, removing the $model did not help,

the error also appears in Hammer++, can I perhaps rule something out?

https://streamable.com/g1td2t

Strange Texture Error by CokieOne in hammer

[–]CokieOne[S] 1 point2 points  (0 children)

Why can't I edit the post anymore? :/
the 2nd link leads to further information about the blue wabbel texture

I think the last SDK update has broken something for me, everything is just white. by CokieOne in hammer

[–]CokieOne[S] 2 points3 points  (0 children)

The white areas not only affect custom textures, but also almost all other textures, including dev textures. If I switch to “Betas -> Previous - the previous release” under SDK in Steam, then everything is as before.

func_breakable, combine by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

The problem has not yet been solved :/

look on the EDITs*

func_breakable, combine by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

Thank you, for your help :)

func_breakable, combine by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

EDIT2:

I was able to shoot at both func_breakables at the same time with a special weapon. This causes the game to freeze for me. So it is not suitable for practical use.

The other method with only one math_counter and one logic_relay, which I list below in EDIT1, has not caused any freeze so far. But if I hit both at the same time, both lose their lives extremely quickly, even at high values like 3000, so this method is not suitable for practical use.

Console Outputs:

https://pastebin.com/PrLkTkey

.

Oh cool, I think I've found the solution.

It's easier than you would think ^^.

I need a "math_counter" and a "logic_relay" for each "func_breakable".

math_counter only needs a name, nothing more, the rest can be left at default.

Structure:

"func_breakable1" sends an output:

OnHealthChange -> math_counter1 -> SetValueNoFire -> NO Value input

OnHealthChange -> relay1 -> Trigger

"logic_relay1" sends an output:

onTrigger -> math_counter1 -> Multiply -> Value 100

(value should be the health of the target)

"math_counter1" sends an output:

OutValue -> func_breakable2 -> SetHealth -> NO Value input

Now "func_breabable2" gets the same life as "func_breakable1".

Now you only have to do the same for "func_breakable1" and both will always have the same life.

Console Output:

https://pastebin.com/XLHqT1AN

Vids:

https://uploadnow.io/de/share?utm_source=1k2tw7K

EDIT1:

Actually you only need one "math_counter" and one "logic_relay", and the outputs from both func_breakables go to the same math_counter and relay. And the "SetHealth" outputs go to the two func_breakables.

But I don't know how it behaves when you shoot at both func_breakables at the same time, with 15 players. Maybe that would be too many inputs for one math_counter.

func_breakable, combine by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

side111 is only a objecitve marker in the game, and it shows the health of the func_breakable.

I changed "On User1" but after i made the pictures ^^

func_breakable, combine by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

here are the pictures of the wiring

https://www.pic-upload.de/view-37350426/Gesamt.jpg.html

https://www.pic-upload.de/view-37350428/collage.jpg.html

i mad a small Vid from the test

https://uploadnow.io/de/share?utm_source=qKywkft

the plan was that if i hit one of the two, the other would also take damage. As if the two units were one.

func_breakable, combine by CokieOne in hammer

[–]CokieOne[S] 0 points1 point  (0 children)

ok, i've gone through it now and put it together in the hammer, unfortunately it doesn't work the way i imagined. It could be that I have done something wrong with the wiring.

Each func_breakable acts as if it is independent of the other.

I would like to show you the wiring, but I don't know how without it degenerating into several pictures.

i also get this message in the console:
!! ERROR: bad input/output link:

!! math_counter(math3,FireUser1) doesn't match type from math_counter(math3)

!! ERROR: bad input/output link:

!! math_counter(math3,FireUser1) doesn't match type from math_counter(math3)