Snark wrestling... Created 18 years ago2005-09-01 05:36:31 UTC by Mephs Mephs

Created 18 years ago2005-09-01 05:36:31 UTC by Mephs Mephs

Posted 18 years ago2005-09-01 05:36:31 UTC Post #131448
Ok, a while ago I decided to make an SP mappack comprised of various puzzles, and I recently had the urge to map it again, and I've found (like most things) it looks good on paper (MSpaint actually) but implimenting it is another thing all together!

One puzzle (the first one actually) comprised of a door you must jam open with a large pushable crate in order to crawl under it. However, certain crates are covering holes in the walls, from which spring snarks.

The problem is that the little gits are stronger that I suspected and can actually push the crates out of the road. Can anyone think of a little trick, or some alteration to the puzzle that would keep the little shits in there once its blocked off? I'm stumped!
Posted 18 years ago2005-09-01 05:55:34 UTC Post #131452
Snarks have a limited lifespan so it might not be a good idea to spawn them immediatly. I'd say, spawn them as soon as the crate above them gets pushed away. You could do that with a trigger in the shape of that crate so that when the crate gets pushed, the player gets in the trigger.
That also would solve your problem... ;)
Posted 18 years ago2005-09-01 06:11:52 UTC Post #131455
Exactly what I was going to say...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-09-01 06:37:04 UTC Post #131458
You could put a small block on the floor just in front of the crate. This would mean the crate could be pushed sideways, but not forwards by the snarks...
Posted 18 years ago2005-09-01 07:51:45 UTC Post #131463
Just thinking about it again...

I think the crate blocking is a dirty solution, but also covering the crate with a trigger might not work as planned when the crate stands next to a wall... the best thing I can come up with that would work is placing a trigger around the crate, and set it to activate on pushables instead of players. This now still can be activated when another crate gets pushed into it, but well... there's no such thing for pushables as an output when being pushed, so it's working around somewhat.
Posted 18 years ago2005-09-01 14:39:32 UTC Post #131567
Exactly what I was going to say...
That's a lie, we all know it...
Posted 18 years ago2005-09-01 23:20:46 UTC Post #131632
Create a Func_wall_toggle that will stop the snarks from pushing the crate. If the player will move the crate the crate will enter a trigger_once, with the pushables and no clients flags ticked, that will trigger the func_wall_toggle! ;)

Am I late?
Posted 18 years ago2005-09-02 00:21:30 UTC Post #131633
Nah, hammer is being a bitch, and func_walls is the idea im using actually, with a combination of aaatriggers surrounding it...

When I can get it to work I'll post the correct answer (a mix of them all I think). Cheers though elon! ;)
Posted 18 years ago2005-09-02 00:52:16 UTC Post #131636
Following Captain P's message, you could make an area 1 unit off the floor, and have 1 crate sitting on each. Big enough to hold the crate and a little larger then the trigger_once (Pushables). This would stop the other crates from setting off the trigger, then once the trigger around the crate is set off, have the 1 unit flr lower 1 unit, so that you can slide the crate back in position
Posted 18 years ago2005-09-02 04:49:47 UTC Post #131670
But if there will be more pushable crates then why use this one? :quizzical:
Posted 18 years ago2005-09-02 07:17:47 UTC Post #131702
That's a lie, we all know it...
Nope, I read your problem and was about to write the same when I read the replies and saw it so hush f00!
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-09-02 07:24:56 UTC Post #131703
Ghe, can happen, habboi. If I'm not wrong, people used to have that with my answering sprees a year ago. Now I'm having it with Elon Yariv's answers... ;)
Posted 18 years ago2005-09-02 12:39:33 UTC Post #131775
High praise indeed!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-09-02 12:45:46 UTC Post #131779
Posted 18 years ago2005-09-02 20:25:30 UTC Post #131887
Why not just make the crate a func_door itself--no trigggers, no pushables--, which could also trigger the snarks/door etc.

Although the movement of the crate would be quite limited, it would be far more predictable/controlable/better in this case, than pushables imo.

Mephs: A very interesting idea btw.
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