A far fall and (YOU DONT GET HURT!??!!) Created 20 years ago2004-03-20 03:21:08 UTC by davideo59 davideo59

Created 20 years ago2004-03-20 03:21:08 UTC by davideo59 davideo59

Posted 20 years ago2004-03-20 03:21:08 UTC Post #19892
lol you wouldnt guess that I am actually wanting to know how to make that happen from the title. Anyway, in my map you need to take a doosy of a fall to get from the top of the room vent shaft to the bottom of the room vent shaft. Stright drop, easily kill you. I want to make it so that you don't die when you fall rather you just float nicly to the ground because of the "fan" in the air vent that you fall on. So people fall nicly down on the fan (with a gate over it) without dying... I was thinking about fooling around with making the gravity in the whole vent really low, 1 i didnt know how, 2 I thought it would be very unrealistic if it was like that. Then I thought of putting a layer of water at the bottom of the vent where you fall, real thin like just enefough not to hurt you- but, once again not very realistic. Humm would making a small trigger_push entity that only pushes you once before you hit the bottom to slow you down a bit work? Anyway please tell me what you think would work and im sorry for the long and boring to read message :D
Posted 20 years ago2004-03-20 04:23:36 UTC Post #19902
do a trigger push wiht 1000 and up, thne people cn get away from the fan
Posted 20 years ago2004-03-20 06:39:06 UTC Post #19923
just put some thin water at the bottom ;)
Posted 20 years ago2004-03-20 06:49:34 UTC Post #19930
wiht a render mode of texture and fx amount 0
Posted 20 years ago2004-03-20 09:37:27 UTC Post #19943
yes, so it is invisable. but you still have the puddle footstep sound.
Posted 20 years ago2004-03-20 13:35:03 UTC Post #19978
omg thanks bratty lord... if you read it and understood it the only reason i didnt do something like that was because you would have that sound... I dont want them to shoot back up with a trigger_push, I want them to fall down, maybe if I could get rid of the sloshy water sound? I guess I could put a ladder there but in real life since when is there a ladder in a vent? Im trying to make this as realistic as possible... :D
Posted 20 years ago2004-03-20 15:09:45 UTC Post #20000
No way of getting rid of the splash that I know of...
Posted 20 years ago2004-03-20 15:58:49 UTC Post #20006
I gave this a try. The setup that worked for me was to stack 4 thick trigger_pushes that together covered the the bottom 3/4ths of the distance of the fall. The top 3 pushes were set "up" at 900 speed and the bottom one was set "up" at 200. The player jumps or steps off the edge and the trigger_pushes slow his descent until he lands gently at the bottom. You could tweak this setup to meet your needs and then you don't need to use water. Don't tick the "fire once" flag on these; for some reason when I tried it it looked like the player was going down steps. Leave it unticked and he just floats down realistically.
Posted 20 years ago2004-03-20 16:10:02 UTC Post #20007
Realistically. Like people do ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-03-20 16:29:35 UTC Post #20008
lol i see your point :P -- Lemme rephrase that "Realistically in a way I think the world is realistic" -- thanks SlayerA
Posted 20 years ago2004-03-20 17:52:11 UTC Post #20017
Maybe gordan has an umbrela, like the hunted in that TFC map!
Posted 20 years ago2004-03-21 00:31:06 UTC Post #20047
I map; therefore I am. So "floating realistically" is true enough in my world. ;)
Posted 20 years ago2004-03-21 00:33:15 UTC Post #20048
lol :P
AJ AJGlorious Overlord
Posted 20 years ago2004-03-21 06:47:16 UTC Post #20094
This might be off topic - but i think we should have a mapping board - with different ideas and concepts on mapping
Posted 20 years ago2004-03-21 06:48:59 UTC Post #20096
erm isnt that what maps and mods are for???
Posted 20 years ago2004-03-21 07:04:23 UTC Post #20100
no - the maps and mods is for maps and mods - i'm talking about the making of maps, design theory etc..
Posted 20 years ago2004-03-21 07:08:03 UTC Post #20101
so yuo can put wierd noobish ideas in there wich cant be done but they still want it to be done like a map wiht 100 gargs(i tried believe me) and complaining about the lag
Posted 20 years ago2004-03-22 18:57:18 UTC Post #20241
HMMMMmmm......

howz about a bunch of textures that look like gargs, but only a few of them kill you....
Posted 20 years ago2004-03-27 17:00:44 UTC Post #20689
Thats how you make bush's in counterstrike
Posted 20 years ago2004-06-05 10:30:29 UTC Post #30547
yah! wtf? even i know that! but ive never seen this topic before! until it got brung back!
Luke LukeLuke
Posted 20 years ago2004-06-05 13:37:00 UTC Post #30606
http://cariad.co.za/twhl/tutorial.php?id=76. tutorial on getting rid of splish-splosh sound.
Posted 20 years ago2004-06-05 14:22:28 UTC Post #30634
splish splosh, interesting. like the Half-Life pope! lol
Luke LukeLuke
Posted 20 years ago2004-06-05 14:33:00 UTC Post #30653
Like my new avatar?
Posted 20 years ago2004-06-05 14:33:54 UTC Post #30655
yes it is like it. or a you asking me if i like it, and its o.k....
Luke LukeLuke
Posted 20 years ago2004-06-05 16:54:12 UTC Post #30714
About the 100 gargantua's...

Ever wondered why there was a alien grunt sprite in the .pak file? It's used in the end, after you refused to the G-man's offer. The endless lines of grunts are tricked... only the first ones are models. Might be interesting to know...

Might be...
Posted 20 years ago2004-06-05 16:59:16 UTC Post #30717
I wonder how they did that, cause I cheated at the end using impulse_101, and blew up a whole line of the grunts with that blue swirly thing. They did die, so I'm stumped.
Posted 20 years ago2004-06-05 18:49:11 UTC Post #30722
you cheated? didint you read the holy bible of gaming chaper 2: cheating?
and lord ethical stood up on high, and thus spake "thou shalt not cheat in thy games to advance thy stage, only for the fun of thy holy pastime, messing around. if thou cheats to advance thy stage in any of thy holy games, then thou shalt be banished to evil realms such as www.cheatcc.com, and those who cheat without broadband shalt be banished to www.cheatcc.com/noframes" and the people went forth, and completed their games without cheats, and lord ethical did grin, and the people did feast upon the karp, and the biscuits, and the fruitbat, and the breakfast cereals, and the pig, and the cow...
Posted 20 years ago2004-06-06 08:03:08 UTC Post #30758
LOLOLOL!! WTF? gimme the site for that! gimme gimme!! :P
Luke LukeLuke
Posted 20 years ago2004-06-06 09:52:31 UTC Post #30769
design theory
I think we've got a title. That is, if there's ever a board.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-06 11:20:18 UTC Post #30791
*me pesters Atom some more for a new board
Posted 20 years ago2004-06-06 11:49:10 UTC Post #30807
Here is a possible solution:
User posted image
When the player steps into the hole he gains speed until he comes into the first pink brush. This is a trigger_gravity with the gravity set to 0. When the player enters this brush he won't gain any more fallingspeed but nor will he lose his speed gained at his previous fall. Until the player reaches another trigger_gravity with another value he won't be affected any longer with it. Now he falls with a constant speed to the next pink brush. This pink brush is also a trigger_gravity with the gravity set to -1 (-1 * original gravity = -800 standard). Here the player will lose his speed and because he deaccelerates as much as he accelerated his endspeed will be 0. At fallingspeed 0 the player should reach the last pink brush where the gravity is reset to normal (1 * original gravity = 800 standard). Here he falls the last piece and he doesn't get hurt even though he made a rather quick drop.

You could experiment with the distances, the gravity values and the brushthicknesses to make it look more realistic (since the player comes to a complete halt in this example). You could even make the player able to jump up again by making the -1 trigger_gravity reachable within jumpheight and placing another trigger_gravity with gravity @ 1 at the beginning of the drop.

Either way have fun experimenting with this, I never tried this out myself so I'm curious whether it works. :)
Posted 20 years ago2004-06-06 14:30:31 UTC Post #30836
Mike! thats way too compicated! make invisable water and use the materials tut to get rid of the sound.

oh, and I only cheated the next time I played it to see if they would all die. They all did, even the ones WAAAYYY in the distance.
Posted 20 years ago2004-06-06 14:33:40 UTC Post #30839
wait, just don't use a water texture.
Posted 20 years ago2004-06-06 14:40:05 UTC Post #30844
BrattyLord
Mike! thats way too compicated! make invisable water and use the materials tut to get rid of the sound.
Erm, well it prevents you from editing textures and materialfiles, besides it only takes 3 brushes too achieve the desired effect. I think you just think it's complicated because of the lap of text I added to describe why this works. :P
Maybe I'll add an example into the vault :)
Posted 20 years ago2004-06-06 14:44:54 UTC Post #30848
Why not just go with the func_water, and trigger it to go down after you hit the floor? (Little delay would be nice to prevent the player from falling on the floor when the water is already gone off-course...)
Posted 20 years ago2004-06-06 19:45:58 UTC Post #30917
Alternative suggestion for the "falling down vents" idea = why not turn it into a crazy slide? Similar but not exactly like those funhouses you find at McDonalds....
Posted 20 years ago2004-06-06 22:22:40 UTC Post #30931
wow! a HL play place!!! WOW!! with a headcrab infestation. GREAT IDEA!
Posted 20 years ago2004-06-06 22:26:11 UTC Post #30932
I can see it now!! little tommy is going to McDonnelds to have some fun at the playplace. He gets lost in the playplace and finds out there is a headcrab infestation. Little Tommy finds a crowbar and goes on a mission to kill all of the pesky headcrabs that infestate the fun place. Also, tommy tries to be free of his scarry prison, battling evil, and solving puzzels as he goes along. Little Tommy gets fries for health and happymeal toys for armor, and finds a watergun that has a good effect on those pesky headcrabs, but little does Tommy know that deep in the playplace like bullchickens, gargs, and grunts. Play as Tommy as he uncovers the secret of how the meat at McDonnalds is made! (Headcrab parts)
Posted 20 years ago2004-06-07 00:01:43 UTC Post #30946
lol that's badass. i'd so play that.
Posted 20 years ago2004-06-08 12:48:47 UTC Post #31457
omg i asked this like 2 months ago!!!
Posted 20 years ago2004-06-08 13:15:41 UTC Post #31472
lol. or make the sides of the vent a func_ladder giving the impression that you're actually "climbing" up and down the vent, with the scrabbling sounds of gloves/boots on metal. then the player can come and go as he pleases.
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