Crushing Doors (that don't bounce re-ope Created 12 years ago2012-01-15 18:15:53 UTC by smellycat smellycat

Created 12 years ago2012-01-15 18:15:53 UTC by smellycat smellycat

Posted 12 years ago2012-01-15 18:15:53 UTC Post #302737
Hi there, firstly I'd like to say how great it is to stumble across a goldsource/source mappers haven. Some of the tutorials & forum posts have been quite enlightening - especially thankful for the new vhlt tools as I was still using zoners!

Initially this was going to be a thread asking for help creating a security system for a TFC map (akin to the one on Schtop) but thanks to the MM tutorials I've been able to work most of the things out except:

I have a door that opens when security is deactivated and I want it to close when sec comes back up, however, if a player stands in the way as it closes the door will spring back open. I want it to crush the player & keep closing , I can't imagine it being difficult to accomplish so I'm wondering if I've missed something obvious.

Also, I wonder how people generally go about trigger text messages to be displayed to the players. I'm currently using the multi-manager to trigger an info_tfgoal - but I guess this entity doesn't exist outside TFC?

Cheers,
Jord.
Posted 12 years ago2012-01-15 18:22:40 UTC Post #302738
very simple, there is a value called "damage inflicted when blocked" within the func_door properties, set that to a number of damage, with the number being how much dmg the player takes when he blocks the doors. 1000 would kill him in an instant, as he cannot survive 1000 hp damage, unless it is for some mod where the player has a ridiculous amount of health.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-15 19:15:31 UTC Post #302742
I have it set to do 1000 damage already, and it kills the player (me) no problem. The issue is the door 'bounces' off my head as well as killing me and as such remains open for another cycle.
Posted 12 years ago2012-01-15 20:08:41 UTC Post #302743
Get a moving func_illusionary that looks like the door.

Set a clip block to be the door. The clip will stop and the illusionary will keep going.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-01-15 20:21:21 UTC Post #302744
You can't move func_illusionaries unless you're using spirit, though.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-01-15 20:25:53 UTC Post #302745
I don't see why you wouldn't use spirit.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-01-15 20:41:13 UTC Post #302746
...Because smellycat said he was mapping for TFC?
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-01-15 21:22:48 UTC Post #302748
Sorry, I have no idea what Spirit is. If the clip stops then the doorway will be effectively open anyway? The doorway must close so other players cannot get through.

I guess I could theoretically create a load of trigger hurts timed to appear just under the door, but that seems a little excessively difficult.
Posted 12 years ago2012-01-15 21:36:27 UTC Post #302749
You could try using func_train insted of func_door you said that it activets on alaram so you can use func_train.
In func_train you have "Damage on crush" put "1000" like skals said.
I don't know does TFC had func_train but i think it has :rly:
Posted 12 years ago2012-01-15 21:39:03 UTC Post #302750
Exactly, use a func_train - it won't bounce back.
Posted 12 years ago2012-01-15 21:56:40 UTC Post #302751
smellycat, set the damage to something like 9999999999 then. It wont bounce back.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-15 22:55:54 UTC Post #302758
I did work around this once, without a func_train. It seems a func_train would be easier but here's what I did:

Set the func_door to "not solid" and put in a trigger_hurt that killed you instead. The door wouldn't bounce, but now that I think about it, I can't remember how did I get around the whole "solid" issue (i.e door actually stopping you from walking across it)

You're better off with a func_train :P
Posted 12 years ago2012-01-15 23:35:49 UTC Post #302760
Excellent thanks, I'll give func_train a try at some point shortly.
Posted 12 years ago2012-01-16 00:48:07 UTC Post #302763
Actually, I'm pretty sure there is another way.

If I remember correctly, doors will not bounce open if the 'Delay before close' is -1 and the door has the 'toggle' flag checked. This does mean you need to trigger the door closed instead of it doing it by itself, but this should stop it from bouncing open.
smellycat, set the damage to something like 9999999999 then. It wont bounce back.
It doesn't matter if you set it to 1000 or 1,000,000,000,000 it will always bounce open. I'm pretty sure you have to do what i said to fix it. But func_trains are also a great alternative if it doesn't work.
Posted 12 years ago2012-01-16 02:54:35 UTC Post #302770
If "delay before close" is -1, it'll stay open forever.
Posted 12 years ago2012-01-16 03:27:26 UTC Post #302772
That's why you also check the 'Toggle' flag.
Posted 12 years ago2012-01-16 03:33:16 UTC Post #302773
I thought it nullified its effect.
Posted 12 years ago2012-01-16 04:23:56 UTC Post #302774
Toggle always works, it overrides the 'Delay before close' value. The -1 value just ensure that the door closes regardless. It usually worked for me.
Posted 12 years ago2012-01-16 08:20:21 UTC Post #302775
It doesn't matter if you set it to 1000 or 1,000,000,000,000 it will always bounce open. I'm pretty sure you have to do what i said to fix it. But func_trains are also a great alternative if it doesn't work.
If the damage is at 1000, it will make the player die and the door will bounce back. If it's a ridiculous value like 99999999, the player will get gibbed and it will go straight through him.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-16 11:38:50 UTC Post #302778
With toggle on, -1 delay and a second MM to initiate door closing it all works perfectly and would seem to be the easiest way to me.

If you set the damage too high - in TFC at least - then the player doesn't die and only loses armour.
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