How can I make stuff fall on me? Created 18 years ago2006-03-01 00:19:28 UTC by L o D L o D

Created 18 years ago2006-03-01 00:19:28 UTC by L o D L o D

Posted 18 years ago2006-03-01 00:19:28 UTC Post #165654
Okay, I searched the forums and tut, and I didnt see anything relating what I want.. If I missed it, please direct me to it and I apologize... but here is what I need to know how to do...

I have a tower, and a ceiling being held up by 4 pillars... I want to make it so when all or two out of four pillars are destroyed, the ceiling falls and kills anything under it. This is for a multiplayer map for CS 1.6. Can this be done? And if not, is there something close to it that can be done? Thanks.
Posted 18 years ago2006-03-01 01:37:35 UTC Post #165657
Make a brush func_hurt under the ceiling area and hvae it triggered when it falls (need timing though). You should use a multimanager entity.
Posted 18 years ago2006-03-01 05:01:40 UTC Post #165668
or. just make the ceiling a func door with a high damage on crush setting. tell it to go down.
And tell it NOT to reset. ( -1 in delay befor reset)
Posted 18 years ago2006-03-01 05:43:44 UTC Post #165673
I might just make an example map on this. Now don't steal that idea!
Posted 18 years ago2006-03-01 06:09:01 UTC Post #165675
Do it quick srry, or I will :P

You could make the ceiling fall more realistically, if it was a func_tracktrain following path_tracks ;)

Use func_doors and func_door_rotating for individual stuff like girders, ceiling tiles, light frames, etc.
Posted 18 years ago2006-03-01 19:57:58 UTC Post #165842
Use func_doors and func_door_rotating for individual stuff like girders, ceiling tiles, light frames, etc
The only problem with func_door and func_door_rotating entities - unless I'm missing something(?) - is that if they hit the player they will reverse direction and return to their original position. In one of my levels I've got a func_door_rotating coke machine which, at one point, explodes and falls over. I had to go to great lengths to ensure that anybody actually standing under it was not in the way (either "blown out" by the explosion, or dead) when it "fell"; otherwise it bounced back up...
Posted 18 years ago2006-03-01 20:10:08 UTC Post #165846
Make a fast train that follows a set of entities that make it look like its falling. you could also just use a func_pushable but those don't hurt you.
Posted 18 years ago2006-03-01 20:45:08 UTC Post #165855
@darkphoenix_68: True, but you could use func_door rotating, make it "not solid", and use trigger hurts for damage.

Func_doors in cs can be made to be "passable" so you could do the same thing.

WCD: Could also use the "angular velocity" thingie, and have spinning, falling debris like the cork in Elon's Casa compo entry.
Posted 18 years ago2006-03-02 03:06:50 UTC Post #165887
So which would be the best way? I want it to fall ONLY when someone destroys the pillars....
Posted 18 years ago2006-03-02 03:11:17 UTC Post #165888
If you want to make it fall vertically down use a func_train.(they don't return after hitting you) If the area is underground add abit of dirt to the train right above the broken tile. You can make the last path_corner,the train uses, kill the train(path_corner's killtarget value, write the name of the train) and make it target a func_wall_toggle.(that starts invisible(it has a flag that controls that)) The func wall toggle will be just like the train only more borken and debris all around it.

Look in rimrook's test chamber he once submitted in the vault.(not his compo entery) There is a nice pipe in there that smashes the wall, when it gets to it's final path_corner the path_corner making func_wall_toggle disapear. See for your self, if you want the train to spin abit before it hits the ground make sure you do the same as rimrook did.

DON'T FORGET TO ADD AN ORIGIN BRUSH TO THE TRAIN!
Posted 18 years ago2006-03-02 03:22:36 UTC Post #165889
Why is it so important to put in origin brushes?
Posted 18 years ago2006-03-02 04:05:12 UTC Post #165895
To evoid many errors that might happen without them. A train that spins with the angular velocity must have an origin to spin around or it will spin around the map's origin!(position 0,0,0)
Posted 18 years ago2006-03-02 04:39:26 UTC Post #165899
Ah, I see...
Posted 18 years ago2006-03-02 19:44:31 UTC Post #166024
Make the pillars "func_breakable" and make them trigger a... what was the name? "multi_source?" I don't remember the name but something like that, and make that one trigger the ceiling. I would make the ceiling a func_train, but first split the ceiling into smaller brushes to make it look realistic, and then make them func_trains... But that wouldn't really matter, you're dead when you're under it fall... Right?
Posted 18 years ago2006-03-02 20:07:37 UTC Post #166033
Thanks Tosse. I will try that and see if I can get it working.
Posted 18 years ago2006-03-02 21:09:16 UTC Post #166047
Okay Tosse, I tried what you said, and I'm getting weird results. Either the ceiling is somewhere else on my map in the air, or it just doesnt move.. Perhaps a step by step on how to do this? What I want is when one pillar breaks, they all break, and the ceiling falls down.
Posted 18 years ago2006-03-03 08:20:44 UTC Post #166065
Turn all the pillers into one breakable and make it target a multimanager that will trigger the func_train to move downward along it's route. The location of the cilling is determined by their first path_corner. Make sure thee path_corner is in the right place!
Posted 18 years ago2006-03-03 15:18:44 UTC Post #166114
So, okay, after all the pillars are one breakable, make them target a multimanager for target on break, then, the ceiling must be a func_train, and the first path_corner must be where the ceiling originally stands, then make a second path_corner where I want it to fall to, and on the first path corner just make its target the second one?
Posted 18 years ago2006-03-03 15:59:31 UTC Post #166121
The next stop target. ;) The place the cilling is in hammer only changes it's lighting nothing else, the first path_corner matters.
Posted 18 years ago2006-03-08 19:16:20 UTC Post #167065
wouldn't that triggering way make the ceiling fall when you break the first pillar? I never tryed that way, i always use a trigger_source or what's it called because then it will wait untill all the things triggering it are triggerd...
Posted 18 years ago2006-03-08 20:11:49 UTC Post #167071
Check out my example map, if you haven't already.

http://www.twhl.co.za/mapvault_map.php?id=3742
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