dropping weapons Created 20 years ago2004-01-20 14:19:07 UTC by leong2 leong2

Created 20 years ago2004-01-20 14:19:07 UTC by leong2 leong2

Posted 20 years ago2004-01-20 14:19:07 UTC Post #12973
Here's my situation:
A room, a hollow ceiling, armoury_entities in the hollow ceiling, made the bottom of the ceiling a func_breakable.
I shoot the breakable, but the weapons keep floating in the air.
So my question is: How do i make the weapons fall down after i destroy the breakable?
Posted 20 years ago2004-01-20 17:08:19 UTC Post #12994
impossable.
Posted 20 years ago2004-01-20 17:16:25 UTC Post #12997
As long as CS works the "way" it works, this can't be done.
Posted 20 years ago2004-01-20 23:20:34 UTC Post #13052
CODING :)
Posted 20 years ago2004-01-20 23:29:28 UTC Post #13056
Woud a trigger_push (pushing down) work? :
Posted 20 years ago2004-01-21 03:15:15 UTC Post #13070
If such entities where inserted into CS I fear the server might crash. :
Posted 20 years ago2004-01-21 03:58:11 UTC Post #13075
hmm... tnx anyway
Posted 20 years ago2004-01-21 04:19:49 UTC Post #13085
In CS, weapons don't seem to be governed by the laws of physics unless thrown by a player.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-01-27 21:46:59 UTC Post #14129
I don't map for CS, but I would try to use the func_breakable to trigger the armoury_entities. That way the weapons won't even exist until the breakable is gone.
Posted 20 years ago2004-01-27 21:57:50 UTC Post #14130
yes that is what i think u should do, but then it would take away from the effect of the weapons falling
Posted 20 years ago2004-01-28 06:57:23 UTC Post #14180
armour entities dont have a name (without entering one with smart-edit off), and if i enter one with smart edit, i get 'entity (armour_entity) has unused key values'
Posted 20 years ago2004-01-28 09:35:52 UTC Post #14181
steinin: The server does not crash with a trigger_push. Very much not. Several maps use it.(de_rats, flyaway etc).
Leong2: I say, make the box it is in bigger, the weapon might be touching the wall, or roof?
Posted 20 years ago2004-01-28 10:26:57 UTC Post #14187
@zombieloffe: the entities are in a hollow box, not touching the roof, the bottom or any other brush.
Posted 20 years ago2004-01-29 10:44:36 UTC Post #14312
I implemented the trigger_push, which turns on when the breakable is broken, and turns off 2 seconds later.
When the map resets (its CS), the weapon is no longer in the ceiling, but on the floor. Is that because the weapon spawns before the breakable ceiling?? or am i just doing something wrong here..
Posted 20 years ago2004-01-29 12:01:34 UTC Post #14331
how about u make a func_train over the breakable and lay the guns on the "elevator" and when u break the breakable the "elevator will come down and the elevator is flaged not solid !? You understand ?
Posted 20 years ago2004-01-29 15:01:25 UTC Post #14359
use a fast elevator though
Posted 20 years ago2004-01-29 15:20:14 UTC Post #14368
still doesn't work people, whether i put the weapon on the train and let the train go down, or put the weapon between the breakable and the train, so the train 'pushes' it down, the weapon stays in the air.
Posted 20 years ago2004-01-29 15:39:01 UTC Post #14373
okey, the train DOES work, its just that someone (i'm not gonna give any names ;)) told me to make the train 'not solid', which made the weapons fall trough the train, instead of stay on it, and 'ride' down...
Posted 20 years ago2004-01-29 18:21:42 UTC Post #14393
Smart mapping. ;)
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