Grating Created 18 years ago2006-01-09 17:55:49 UTC by Elon Yariv Elon Yariv

Created 18 years ago2006-01-09 17:55:49 UTC by Elon Yariv Elon Yariv

Posted 18 years ago2006-01-09 17:55:49 UTC Post #157103
In my Dm map's main room there are three platforms made out of transperent grate. If it will be a func_wall you will hear a special sound when you walk on it but bullets wont pass through it. To make the bullets pass through it I need to turn it into a func_illusionary and place a clip brush over it, bullets will pass through it, but then I'll lose the nice sounds when you walk/jump on it. :roll: Is there any other way to make bullets pass through through grating?

If not then what do you think is more important, those nice little background sound additions of the fact that you can be attacked from any possible direction? :confused:
Posted 18 years ago2006-01-09 18:01:24 UTC Post #157105
i don`t like the idea of stuff passing a grate. eg a grenade. which would be stupid :P
Posted 18 years ago2006-01-09 18:02:38 UTC Post #157106
Not sure, but you might add CLIP to the materials.txt file and have it sound just like grate textures. I have really no idea if that'll work, though.
Posted 18 years ago2006-01-09 18:07:26 UTC Post #157108
They just determine where to place some clipnode. So whats more important? The sounds or being attacked from all directions?

Edit:
i don`t like the idea of stuff passing a grate. eg a grenade. which would be stupid :P
Dohh, didn't think of it... Don't grenades pass through func_walls too, I know that gun shells do.
Posted 18 years ago2006-01-09 18:13:10 UTC Post #157113
So func_illusionaries for grating is out of the question... it will be a great waste of grenades. :P
Posted 18 years ago2006-01-09 18:14:32 UTC Post #157114
Make the grate a func_wall, but carve the places that are transparent. You'lle get higher r_speeds, of course, but you'll have the sound, and bullets will only go through the places they should. Or, make a grate entirely made with brushes (with a metallic texture for the sounds)
Posted 18 years ago2006-01-09 18:17:06 UTC Post #157116
On the other hand the players may waste a few grenades and then learn but it would be really fun if you can be attacked from all directions... This is so hard to decide!

Kasperg: That room already has 1200 wpolies I don't want it to jump to 3000 wpolies. :nervous:
Posted 18 years ago2006-01-09 18:20:47 UTC Post #157118
Make the platforms with individual brushes if they're small enough.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-09 18:21:04 UTC Post #157119
What do you guys prefer, realistic(grenades don't pass the grate) or fun? Vote please...

Seventh: Kasperg just said that, and I said why it's out of the question.
Posted 18 years ago2006-01-09 18:23:44 UTC Post #157121
No you didn't. You didn't say how big the platforms are.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-09 18:25:42 UTC Post #157122
User posted image

See what I meen...
Posted 18 years ago2006-01-09 18:38:15 UTC Post #157126
Yes, I do. Gunna have to say "keep 'em solid".
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-09 18:38:39 UTC Post #157127
Hey nice map by the way, really structured well and looks like fun to play.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-09 18:44:22 UTC Post #157130
What do you guys prefer, realistic(grenades don't pass the grate) or fun? Vote please...
I guess we have a different idea of what "fun" means. I wouldnt like to be shot by a player 3 platforms below me that I cant see, and not being able to take cover. :
Posted 18 years ago2006-01-09 18:52:19 UTC Post #157131
Keep the gratings solid - it adds an advantage to those on the higher platform because they can take cover more easy. A few grenades below should balance the sides somewhat. I agree the railings should best be func_illusionary but give them that height advantage. People will expect that and not giving them that advantage will probably cost your map fun points, as Kasperg already noticed.

Screenie looks interesting bytheway. Nice HL style. :)
Posted 18 years ago2006-01-09 18:54:06 UTC Post #157132
Well I gess I wont change the grating, I will keep it solid and not from many parts. :)

I got another question. This map is going to be abit like crossfire, in each of those rooms(like the one you see in the screeni) there is a button, when all the buttons are pressed they will activate a multisource that will cause acid to flood all the rooms but those 6 reletivly small rooms(2 are bigger and two of their parts are connected by long staircases). How can I make the buttons only reset a few minutes after the flooding is over?

Also I have another problem. Where should I place the spawning points. It can't be in the rooms.(If people will die when they try to reach the rooms to escape the acid they will spawn in the rooms and they will be saved) The main room is really dangerous, but I'm still not sure if I should or should not. The only place that is perfect to place them is in the sewer tunnel that surrounds the whole chamber, but the only exit from it is from the lower two rooms. That meens that after killing a few players that are left in the main chamber, you wont have to fight any more...

BTW: The question about the buttons is more important for,maybe, I can place a ladder/elevator somewhere... :

Edit:
Thanks you convinced me it will be better as func_walls.
Posted 18 years ago2006-01-09 19:08:07 UTC Post #157141
Why don't you just try it. After all, i got a HLDM server, so we can always test the gameplay of you like. If it doesn't work, you know you should'nt place start point at tha place. Best opstion is just to try it.
Posted 18 years ago2006-01-09 21:09:20 UTC Post #157163
Yes,ignore the second question, you can enter the sewers through the other rooms too only through a long ladder. My problem is the first one, how can I make the buttons reset a few minutes after/right after the flooding seaquace and not before?
Posted 18 years ago2006-01-09 22:44:45 UTC Post #157186
Set the reset delay (in seconds) to like 120?
Posted 18 years ago2006-01-10 06:39:59 UTC Post #157225
Where should I place the spawning points. It can't be in the rooms.
Y'know, you can use a multi-source to enable or disable spawn points... :D You should be able to disable all the spawn points in the flooded section WHILE IT IS FLOODED, and enable them the rest of the time...

I have two maps which make use of this. One (lab17_flood) has two or three spawn points in a small room which has the potential to be flooded with slime; after it gets flooded those three spawn points are disabled ("locked"). The other (mausoleum) has several levels, and the spawn points in the lower levels are successively activated as players make their way down from the top level by other means (so if everybody stays up top, nobody will find themselves spawning miles from all the action...)
Posted 18 years ago2006-01-10 06:49:17 UTC Post #157226
How do you lock them? Using multisource entities? I don't think info_player_deathmatch entities have a master property.
Posted 18 years ago2006-01-10 07:15:17 UTC Post #157227
Yeah, how do you do that? I've always had a similar problem to Elon's. I've always wanted to make a map where you could close parts of the layout if there weren't many people playing.
Posted 18 years ago2006-01-10 08:49:07 UTC Post #157234
But they do have a master value. ;)

Neat! When the area will be flooded I'll enable the spawning points in the main room so people in the rooms will have to fight against players from the sewers and the chamber. When the slime passes the spawning point the spawning point will be disabled! Thanks darkphoenix_68.

But now how about those buttons? :quizzical: (the longer delay isn't a good idea, the buttons don't have to be pressed all in the same time)
Posted 18 years ago2006-01-10 19:50:29 UTC Post #157365
will activate a multisource that will cause acid to flood all the rooms but those 6
What an excellent Idea Elon!

And I have a solution for your shoot-thru-grate-and-sound problem that nobody has mentioned...

You could do it in CS! LOL :P
Posted 18 years ago2006-01-11 02:52:58 UTC Post #157402
No problem. ;-)

The buttons? How about you set each button to have its own multisource lock, so that once you trigger it, it can't be pressed again until the whole trap has been reset. (You would need a secondary indicator that the button had already been pressed, and have the button itself reset almost immediately.)

Each button could target a game_counter which would trigger the flood event when all 4 (or whatever) had been pressed. And the flood event would trigger a nulti_manager which would reset all 4 button multisource locks after whatever delay you want.

Should work... (I'll test it out in my next level; has potential... ;-))
Posted 18 years ago2006-01-11 10:54:25 UTC Post #157430
Yay, people do use the entity guide!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-01-11 17:06:39 UTC Post #157495
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