Prevent tripmines from blocking doors fr Created 7 years ago2016-12-25 22:32:27 UTC by twitch1 twitch1

Created 7 years ago2016-12-25 22:32:27 UTC by twitch1 twitch1

Posted 7 years ago2016-12-25 22:32:27 UTC Post #332854
Is there a simple way to Pprevent tripmines from blocking doors from closing?
Posted 7 years ago2016-12-25 23:33:33 UTC Post #332855
Simplest way: Modify the CBaseDoor::DoorTouch() function in doors.cpp
and have it remove the tripmine.
Posted 7 years ago2016-12-26 17:36:19 UTC Post #332859
Thanks!
Posted 7 years ago2017-01-15 05:50:48 UTC Post #333066
I guess I should have been more specific. In multiplayer, players keep using tripmines to block doors from closing and sometime satchels can be stacked to block as well. It is incredibly annoying. Is it possible to prevent this from happing when making maps for multiplayer?
Posted 7 years ago2017-01-15 13:25:42 UTC Post #333067
without coding i doubt its possible. Why not make a use of it? for example when blocking the blast door in crossfire you could detect if the door did not close and nuke everyone inside as well :P
Posted 7 years ago2017-01-16 01:14:26 UTC Post #333071
Perhaps you could use something like amx mod and write your own plugin for it that disables tripmines being placed in a certain part of the map, or limit how many they can lay at once. This is assuming you're talking about a server you personally own.
Crollo CrolloTrollo
Posted 7 years ago2017-01-16 03:49:30 UTC Post #333072
Yeah amxmodx plugin is probably the best option
Posted 7 years ago2017-01-20 04:20:28 UTC Post #333117
Like a clip brush blocks players, I wish there was a brush that blocked satchels and tripmines. Like the grenade clip in CSGO
Posted 7 years ago2017-01-20 11:08:41 UTC Post #333127
there is func_monsterclip in hl and tripmines are monsters as far as I know, not sure what would happen though. But really blocking stuff in HLDM is part of the game. HL has great physics in a way
Posted 7 years ago2017-01-20 12:36:45 UTC Post #333128
Could you - and this would depend on how your doors are constructed - could you make the walls of the door conveyors (+ func_illusionary for aesthetics) so that tripmines get brushed off them?

No idea if that would work, just throwing it out there. Don't know how you'd make that work for the floor, either (without pushing the player around).
Jessie JessieTrans Rights <3
Posted 7 years ago2017-01-20 20:14:56 UTC Post #333133
I tried conveyor and push but those cause weird problems that aren't worth it. Maybe I will mess with it again to see if I can make the results better.

I tried making a brush with trigger texture and making it a func_monsterclip but in deathmatch there is no effect on tripmines and satchels. Maybe I missed a step?
Posted 7 years ago2017-01-20 23:56:34 UTC Post #333135
Tripmines and Sachels are grenades which are derived from the
CBaseMonster class, but they are NOT flagged as monsters (unlike
the snark gren), so a func_monsterclip will have no effect on them.

There is NO way (via mapping that is) to prevent a player from
tossing a satchel to block a door other than stripping them out
of the map. The same goes for tripmines.

You can give a door some damage value so it destroys the tripmine
when it's blocked by it, but, there is no guarantee that the door will
kill the tripmine before it's blocked by it and starts to open again.

BTW, you don't NEED a door to block a player from accessing
a certain area. You can use a trigger_hurt or env_beam/laser
setup with a button/lever etc. So a player can trigger the
button which disables the lasers/forcefield for a short time
and then it re-activates. Then they can toss all the satchels
and deploy all the tripmines they want to no avail.
Posted 7 years ago2017-01-21 19:20:43 UTC Post #333138
how come theres so many HL coders these days?
Posted 7 years ago2017-01-21 23:15:09 UTC Post #333139
You can blame that on the longevity of Half-Life/GoldSrc games.
Seriously, 18+ years and still going strong.
Posted 7 years ago2017-01-23 02:10:56 UTC Post #333151
this might be the reason why most vanilla HLDM maps dont have doors. especially not rotating doors.
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