Traps! Created 19 years ago2004-08-07 02:43:18 UTC by Vallian88 Vallian88

Created 19 years ago2004-08-07 02:43:18 UTC by Vallian88 Vallian88

Posted 19 years ago2004-08-07 02:43:18 UTC Post #48644
Inspired by HL2's E3 demo. I have decided to make some traps in regular half-life. I've made a breakable plank of wood with a barrel on it. The barrel is a train. When the wood breaks, the train triggers and it looks like it falls. When the train reaches the floor, it triggers an evo_explosion.
Everything is fine except that an exploded barrel shouldnt still be there...
Is there a way to make the barrel breakable? So that when the explosion occurs it breaks, like it should?
Posted 19 years ago2004-08-07 03:36:40 UTC Post #48648
i think just using a [insert entity name here] triggered by the explosion to 'teleport' the barrel to an unvisible place would work.
I honestly can't remember the name of teh entity, my mind has gone blank.
go look in the key tutorial, it describes a way to remove an entity when triggered by something, the principal should be the same.
Posted 19 years ago2004-08-07 04:09:04 UTC Post #48650
trigger_teleport?

This has been done though. Well, the E3 2003 demo maps have been recreated for HL1, anyway, here (hosted by jaardsi).

PS: Thanks for the link, jaardsi. I'll put a link to yours when I make a proper page for my webserver :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-08-07 07:50:49 UTC Post #48678
One way to do this is to add one more path corner for your barrel func_train. As Seventh-Monkey suggested, place it in an area that is not visible to the player. Then tick the teleport flag of that final path corner. I did this with the exploding cabinet doors in minimicus. One of the doors falls to the kitchen floor and shatters when it hits.
Posted 19 years ago2004-08-07 13:17:41 UTC Post #48748
What about killtarget??? Wouldnt that get rid of the barrel?!?!? Any entity could 'kill' the barrel, so long as the barrel has a name and the entity is run at the same time as the explosion, check around in the properties for KillTarget, then put the name of the barrel there!!
Posted 19 years ago2004-08-07 14:47:53 UTC Post #48771
you could make an env_render that targets the barrell and changes its render mode to texture and fx_amount to 0
Posted 19 years ago2004-08-09 07:13:49 UTC Post #49311
Be careful killtargeting func entities, that can lead to problems.
make sure you test it before going any further... but it should be Ok.
Posted 19 years ago2004-08-09 17:55:25 UTC Post #49453
No, I say u should teleport it somewhere else, and then have func_wall_toggle pieces of it around where it fell. Arent half lifes physic's sad? You break a plank with something other than the player on it and it doesn't fall?
Posted 19 years ago2004-08-09 19:35:51 UTC Post #49468
killtarget is the way to go!!!!
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