crushers that are moved with levers Created 19 years ago2004-08-20 11:06:49 UTC by Gman Gman

Created 19 years ago2004-08-20 11:06:49 UTC by Gman Gman

Posted 19 years ago2004-08-20 11:06:49 UTC Post #52292
Is it possible (in normal HL) to create two surfaces that can crush something when a button is pushed, and can also be moved with levers?Something like the mortars after the second gargantua in the oiginal HL... but instead of mortars I want it to be a crusher... In the orig. single player they did it with two "momentary_rot_button"s a "func_button" and a "func_mortar_field"... but the "func_mortar_field" can have it's x and y controllers and stuff.... Is it possinle to do this with crushers (func_door, func_train?)? If you know some kind of trickery for this please tell me
Posted 19 years ago2004-08-20 11:14:33 UTC Post #52293
use func train, so it wont stop when it hits something..... doors will reverse. as for levers, not sure what u want, like a pump type thing?
Posted 19 years ago2004-08-20 11:36:51 UTC Post #52296
no i want to move them to the thing I want to crush using the levers, and then crush it using the button. But since the crusher can't be two different entities at the same time I am asking if someone has an idea how to achieve this with tricks. Or some other type of entity??? :confused:
Posted 19 years ago2004-08-20 17:55:34 UTC Post #52325
Well in the original HL the little bomb sprite and trigger_hurt, etc got triggered with the func_mortar_field, so just trigger a func_door that moves all the way down and moves to that location? I'm not certain if this would work, and you'd need to fiddle with the lip value on the door to get it to work.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-20 18:55:06 UTC Post #52330
Can you be a little more clear of what you want, I read it twice and still didn't know what your trying to get at. Hopefully this doesn't show too much of my intelligence.
Posted 19 years ago2004-08-20 20:40:54 UTC Post #52361
He's trying to make something like in Surface Tension where you mark a spot on the tactical map to bomb, and then by pressing a button, make a bomb drop in the desired location. Only in this case, he wants it to be a crusher and not a bomb.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-21 17:03:32 UTC Post #52562
how did they do that anyway?
Posted 19 years ago2004-08-21 17:22:43 UTC Post #52570
path corner i think
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-08-21 17:27:15 UTC Post #52572
It's a func_mortar_field and an env_sprite and env_explosion, afaik.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-21 21:21:03 UTC Post #52658
If you use a train as your crusher, then you dont need to use a morter field. I know how you could make this but just thinking about it is hurting my head. This will be pretty compilated:

It could be done with a couple levers, a bunch of path_corners, a button, a lot of multimanagers, and a shitload of trigger_changetarget.

Make 2 grids of path_corners, 1 in the air, 1 on the floor.
Make your crusher target one of the path corners in the air.

Have 2 levers, when you use the first one, it activates a multimanager which activates a changetarget that changes the trains target to the corner directly to the west of it. Then it would activate the train itself.

The other lever would activate a different multimanager which activates a different changetarget that changes the trains target to the corner north of it. Then it would activate the train itself.

When the train reaches a corner, it would need to change the targets of the levers to different multimanagers. Those multimanagers would do the same thing the ones with the levers did, but in different places.

Once you reach an edge of your grid, the changetarget needs to target a new layer of multimanagers which go in the opposite directions so that you can get to any place on the grid.

For your crusher to work, make a button. All of the multimanagers need to have a change target that will target the button and change it to target a multimanager, that will target a changetarget that targets the train, then targets the train itself. Then it should target a changetarget which makes the trains target the corner above it, then targets the train again so it goes back up and you can use the train multiple times.

I think thats pretty much it, theres probably a lot of errors, but it makes sense in my head.
God that took a lot of thinking!!!
Posted 19 years ago2004-08-22 09:56:16 UTC Post #52805
Idiots... Why all of that stuff when he can just use a momentary door, and a momentary_rot_button.... So he can just move it to his "desired crushyness.." For all who dont know what a momentary door is.. Its the kind of buttons that trigger something to move up or down, and when you let go of the button, it returns to its origonal position, and as it does, so does the door (crusher). I think you can set it to stay the way it is untill you hit the button again. Those entities are under used..... im tellin ya.....
TheGrimReafer TheGrimReaferADMININATOR
Posted 19 years ago2004-08-22 09:57:03 UTC Post #52806
check the entitie list.
TheGrimReafer TheGrimReaferADMININATOR
Posted 19 years ago2004-08-22 11:41:49 UTC Post #52831
The momentary door wont move around though... It will just stay in one spot and crush things.
Posted 19 years ago2004-08-22 12:32:59 UTC Post #52846
Hey, the topic said "crusher with lever"...... i said nothing wrong, just diffrent...
TheGrimReafer TheGrimReaferADMININATOR
Posted 19 years ago2004-08-22 12:44:54 UTC Post #52847
idd mine said argh too bright but changed to bright rain?
Habboi HabboiSticky White Love Glue
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