Falling door Created 17 years ago2007-07-17 04:55:42 UTC by Skals Skals

Created 17 years ago2007-07-17 04:55:42 UTC by Skals Skals

Posted 17 years ago2007-07-17 04:55:42 UTC Post #229267
uh... well, if you have opposing force, you might know that in some places there is this torch grunt, who often comes up to a door, uses his weapon thing and then the door just falls and gets left on the ground.

i want to have a trap in my sven co-op map, that when a player comes up to a door, it falls on him and squashes /kills the player. i wanted to know how to do that.

help please
Skals SkalsLevel Designer
Posted 17 years ago2007-07-17 05:16:49 UTC Post #229268
http://www.twhl.co.za/tutorial.php?id=5

It's just a rotating door, set the rotating axis (the origin brush) along the bottom of the door rather than the side. Bump up the damage so it kills you and increase the speed a bit for realism.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-07-17 06:00:13 UTC Post #229270
ohh thnx :P i thought there was more to it, but i guess there isn't :P
Skals SkalsLevel Designer
Posted 17 years ago2007-07-17 07:40:03 UTC Post #229275
okay i have some problems with it. if i set the X value of the door to 90, it rotates / falls to its back (on a monster there) but i want it to fall on its front (on the player)

i also have a problem, that everytime som1 enters my map, the door has already fallen, like w00t, the player never trigered it, there are some monsters behind the door but, i set the monsters can't flag on, but it still happens.

Settings of the door:
name: fallingdoor
Pitch yaw Roll: 0 0 90
Speed: 150
Delay before close: -1
Damage inflicted when blocked: 1000

Flags:
Monsters can't

Whats wrong with it????
Skals SkalsLevel Designer
Posted 17 years ago2007-07-17 08:12:02 UTC Post #229277
1. There should be a flag which says 'Reverse direction.' Check it.

2. This is multiplayer. I'm not sure if triggers work well in Multiplayer maps.
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2007-07-17 08:26:48 UTC Post #229278
okay reverse direction... but the door still is open at the rounds beginning!
Skals SkalsLevel Designer
Posted 17 years ago2007-07-17 08:34:26 UTC Post #229279
Use a monste_maker to spawn your monsters behind the door as the player approaches it instead.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-07-17 08:35:30 UTC Post #229280
uhh okay ill do it. :P checking up some teleport tuts :biggrin:
Skals SkalsLevel Designer
Posted 17 years ago2007-07-17 08:35:59 UTC Post #229281
That was fast. :o
Daubster DaubsterVault Dweller
Posted 17 years ago2007-07-17 08:54:26 UTC Post #229283
Giant edit:

omg. daubstar (or any 1 else) plz help! :( iv tried to set up the origin texture on the bottom and eaven the other side of the door. i'v also tried changing each origins Pitch Yaw Roll... none of em leaded to the falling door solution!!!

please help man :( frend.
Skals SkalsLevel Designer
Posted 17 years ago2007-07-17 18:10:57 UTC Post #229371
What's going wrong exactly? It's just starting open all the time? Maybe check the "starts open" flag... since it would probably do the reverse of what it is now.
Posted 17 years ago2007-07-17 19:26:59 UTC Post #229374
uhh, im more confused in what your trying to say then the door, I know what you want to happen, I just cant figure out what problem your haveing with it.
Posted 17 years ago2007-07-17 20:03:41 UTC Post #229379
yeah, and why are you mucking about with the origin brush? it should jsut be tied to the door.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-07-17 22:02:14 UTC Post #229386
Yeah, just put that origin at the bottom of the door where you want it to pivot, tie it and the door to a func_door_rotating, set the flags so it rotates on the correct axis, and trigger it. It's that simple. If you need to, check the flag to reverse the direction the door falls. Messing with the pitch yaw and roll properties is not necessary for this.
Posted 17 years ago2007-07-18 01:54:30 UTC Post #229390
ahh... well i never turned any of the axis flasg on, was that the fault?
Skals SkalsLevel Designer
Posted 17 years ago2007-07-18 02:18:53 UTC Post #229395
... Yes.
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