Laer tripmines Created 19 years ago2005-08-07 20:20:30 UTC by Saribous Saribous

Created 19 years ago2005-08-07 20:20:30 UTC by Saribous Saribous

Posted 19 years ago2005-08-07 20:20:30 UTC Post #126635
Here's a nice simple question, one that i've always thought about:

How can I make laser tripmines like in HL single player? (when you have to get through the rocket room without setting them off?)
Posted 19 years ago2005-08-07 20:24:37 UTC Post #126636
I think it's done with the monster_tripmine entity. Haven't tried it yet though.
Posted 19 years ago2005-08-07 23:31:23 UTC Post #126645
Yes i think so too, there is a flag called "Instant On"

But how can i get it to say, attach itself to the ceiling?
Posted 19 years ago2005-08-08 00:21:52 UTC Post #126647
"Instant On" Flag doesn't seem to make a hell of a difference, perhaps it just stops armed sound.

You get 2 walls running parrallell (I'm not sure if its possible between func_pushable/breakables, I doubt it) and place it right beside one of the walls. Pitch, yaw and roll values determine which way the mine points, so basically just rotate it, AFAIK.
Posted 19 years ago2005-08-08 04:36:24 UTC Post #126668
You mean the tripmines a player can pick up or the ones that set-off a turret?
Posted 19 years ago2005-08-08 05:13:47 UTC Post #126686
The ones that exploed. The ones that set turrets are made out of solids! :P Have you tried just placing them on a wall? :lol:
Posted 19 years ago2005-08-08 06:38:44 UTC Post #126706
@ pepper: I mean the mines that you can pick up, but I want them to be activated and attached to a wall/ceiling/floor/whatever when the game starts. Just like in that chapter from HL's single player
Posted 19 years ago2005-08-08 08:47:02 UTC Post #126719
You can't have them attached to a wall or anything, and also be able to pick them up. Its one way or another.

And which chapter do you mean?
Posted 19 years ago2005-08-08 10:06:57 UTC Post #126721
Just select entity monster_tripmine (or something, do not remember the name.. ^^ )
and click on propertis, and you will find a drop down list where you can select ceiling, floor(?) or wall.. Or, you could just make it face the direction you want by dubble clicking the entity in 2D view so you can rotate it..
I believe I did that one,, and it worked.. :)
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-08 10:09:56 UTC Post #126722
haha, I had so much fun with this entity, experiment with them. :D
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-08-08 11:04:12 UTC Post #126737
@ muzzleflash. I don't remember its name. It's possible that it's in OPF and not HL.

But there is a chapter where you have to sneak through a house with a rocket in it. and the military troops have set up lots of laser tripmines in there, and if you set any of them of, the rocket explodes.

Thanks madcow, i'll give it a shot :)
Posted 19 years ago2005-08-08 11:08:30 UTC Post #126738
Ah those. Those are just monster_tripmines. Not weapon_tripmines.
Madcow allready explained how to properly place them in a map. :)
Posted 19 years ago2005-08-08 11:16:40 UTC Post #126740
No problem m8! :)
I miss HL1 mapping.. >_<
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-08 11:19:44 UTC Post #126742
Hmmm, its simple to make a web of tripmines in a room provided the walls aren't too far apart (I'll actually try and work out how many units is maximum).

As for taking down m_tripmines, you can't afaik, I actually think that player placed mines are still part of the v_tripmine model but I'm not sure.

I suppose you could make a button of sorts which removes the mine and spawns tripmine ammo, giving the illusion of you 'using' the mine...
Posted 19 years ago2005-08-08 11:32:33 UTC Post #126748
Okay, for some reason it doesn't work for me. I've put a monster_tripmine near a wall and it is angled correctly. But it never even shows up ingame :cry:
Posted 19 years ago2005-08-08 12:51:18 UTC Post #126762
I did some testing myself, and it is quite easy. And Madcow, you were wrong! :P

Check it out:

http://wdevries.demon.nl/MarkH/Atom_zooi/m_tripmine_example.rmf

This map contains 6 monster_tripmines placed on six different ways:
Front wall,
Back wall,
Left wall,
Right wall
Floor
Ceilling.

Placing tripmines on walls is easy, just set their angle with the angle compass.

Placing them on a floor or ceilling is not done with the angle set to UP or DOWN, but you have to manually add a X Y Z value in the Pitch Yaw Roll option.

For floor mount, enter this: 90 0 0
For ceilling mount, enter this: -90 0 0

Easy eh?
Posted 19 years ago2005-08-08 13:02:51 UTC Post #126765
(17:21:03) <SariBous> ahaa.. doh i feel stupid. my mines where to fara away from the wall. when i moved them so they touch the wall, it worked perfectly.
The problem was the placement of the mines must be directly touching the wall. Interestingly, I did a bit of testing myself Muzzle, and I noticed that there doesn't seem to be a limit on how far apart the walls (I gave up around 1780 units, when I could barely see the mine anymore.)

But, ya, solved.
Posted 19 years ago2005-08-08 13:03:46 UTC Post #126766
Posted 19 years ago2005-08-08 14:02:32 UTC Post #126781
*feels owned

I remember it like it worked for me.. O.o
Well,, my memory is,, bad! :P
Sorry about that Bous.. ^^
(go MuzzleFlash)
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-08 14:11:38 UTC Post #126784
Posted 19 years ago2005-08-10 04:02:41 UTC Post #126922
I wonder if you can have a tripmine be takedoweable. i would think you would have to have a button around(but not in or infront of, as to not interfere with the beam) the trip mine that when pressed will have the tripmine killtargeted and a weapon_tripmine spawn in its place. which if I am right can be done with a monstermaker
Posted 19 years ago2005-08-10 07:50:10 UTC Post #126938
I have no idea of what you are talking about.. ^^
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-10 08:38:04 UTC Post #126948
@ Gargy: Is it possible to "kill" a mine without setting it off?
Also, takedownable isn't a word :biggrin:
Posted 19 years ago2005-08-10 08:53:48 UTC Post #126954
it should be.... :lol:

someone should test if you can trigger a kill target, targeted at the tripmine, maybe it will explode though? :
Posted 19 years ago2005-08-10 12:08:42 UTC Post #127007
why not use a trigger_relay targetting it with an 'off' state? that may work.
38_98 38_98Lord
Posted 19 years ago2005-08-10 12:40:42 UTC Post #127021
But the beam will remain visible. :/
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