Trap question Created 19 years ago2005-02-25 16:10:45 UTC by LittleTortilla LittleTortilla

Created 19 years ago2005-02-25 16:10:45 UTC by LittleTortilla LittleTortilla

Posted 19 years ago2005-02-25 16:10:45 UTC Post #93555
Im making a map where in one room, when you hit this switch a set of doors above you open and triggers a func_push brush which pulls the player up to another another brush on the ceiling which kills them on contact.
2 questions

1. When i press it and it activates the func_push brush it doesnt pull a player off the floor on its own, you have to jump first and then it grabs you. How can I make it so it you dont have to help the trap kill you.

2. Also the trigger brush entity that kills you is tied to a trigger_physics_trap entity. When you hit it, it just kills you and u fall to the ground. I want it to disintigrate you like the secondary fire on the ar. How do I create that effect?
Posted 19 years ago2005-02-25 16:17:25 UTC Post #93559
1. Use a little func_train/func_door which pops up under the player, then quickly retracts, leaving them prone to gravity and the _push.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-25 17:26:38 UTC Post #93589
yeah that works, its a bit sloppy though cause i cant get the invisible door fast enough to look like its pulling you off the ground, the traps pretty ruthless toothless though hehe. Might just keep the standard "turn to ragdoll" kinda death, since when you fall its freaking brutal. hehe
Posted 19 years ago2005-02-25 18:13:24 UTC Post #93615
Erm, just make a one-unit thing with speed ~1000.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-26 02:42:44 UTC Post #93681
well its not for the person who pushes the button, its for the rest of the room which is a circular room with a circular hole in the floor, I just copied the floor around the hole and applyed a nodraw texture to all the sides.
Posted 19 years ago2005-02-26 03:18:50 UTC Post #93683
woot, increased speed to 1000 like you said, works great thanks. This trap is straight nasty :P
Posted 19 years ago2005-02-26 06:25:40 UTC Post #93700
I doubt anyone would have a chance to notice being knocked a unit whilst shooting upwards.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-26 07:38:40 UTC Post #93711
Use a trigger v_phsyics motion its what I am using for my gravity problem if you can remember.
Posted 19 years ago2005-03-03 12:10:33 UTC Post #94755
Ok so now how can I get it so when they touch the trigger the will get vaporized (like the alt fire on AR)
Posted 19 years ago2005-03-03 12:37:02 UTC Post #94772
trigger_hurt and you can set the type of damage to the appropriate.
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