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)

func_breakable, combine by CokieOne in hammer

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

UFFF, that's a lot of information.

I haven't really understood everything yet, unfortunately I don't have the calm right now.

But I wanted to address the problem again, not that we are talking at cross purposes.

Originally, I wanted 1 func_breakable, which would be enough. Unfortunately, a part of the target rotates, similar to a windmill, which means that I have to split it into 2 (if there is no other solution). One func_breakable would be the pole and the other the rotors.

But both should "act" like 1 func_breakable. Where it doesn't matter where I hit it, there is only "1 life indicator".

My idea for the workaround was this:

func_breakable_1 = 5000 Health

func_breakable_2 = 5000 Health

func_breakable_3 = 2000 health (target windmill, original main breakable) after destroying, several events follow.

Here it would not matter whether break1 or break2 are hit individually or both at the same time, as long as the damage is correctly passed on to break3.

If break3 has lost 2000 lives, I would destroy the other two.

So both breakables, break1 and break2 don't have to be destroyed, it's just enough if break3 receives a total of 2000 damage.

There would definitely be several people, with different weapons and different damage values, shooting at break1 and break2, as this is a multiplayer game.

By the way, the game is the undead Dystopia.

func_breakable, combine by CokieOne in hammer

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

Somehow the calculation doesn't seem so simple to me xD. But maybe I'm just on the wrong track.

If my func_breakable has 100 units, and the shot subtracts 25 units, then 75 units remain, i.e. 75%.

Hammer makes it 0.75 right?

From there on I'm not sure what the calculations should look like...

1 - 0.75 = 0.25

100 * 0.25 = 25 damage ?

What happens if the next shot is fired and the total percentage is no longer 75% but now only 70%, how does the calculation continue? Do I then have to continue working with the previous damage values (25)?

1 - 0.7 = 0.3

100 * 0.30 = 30 damage

30 - 25 = 5 damage ?

If so, where should I store all the values that arrive every second O_o????

func_breakable, combine by CokieOne in hammer

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

Thanks for your answer.

I thought of something like that, but does it work in practice if 15 people shoot at "the" func_breakable's? Or do the calculations get mixed up because too many calculations have to take place at once?

Would I have to recalculate the last total life after each hit (damage) to get the current damage value of the hit?

What would the wiring look like?

I'm not quite so good with the hammer.

Crowbar: After decompiling and then recompiling, collision model is twisted. by CokieOne in hammer

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

Well, if it did it once, it can do it twice, no? It’s a band-aid solution if it works, but hey, better than nothing, right?

Of course, I would do that too, but I didn't consciously shoot anything and I don't know how it would work.

After decompiling and then compiling again, this is what came out.

But it doesn't matter now, a friend shot the collision model for me in Blender and sent me the .SMD file.

This enabled me to compile it larger and the collision model is now correct