[?] Need a bit help Created 15 years ago2009-03-21 04:21:53 UTC by xzec xzec

Created 15 years ago2009-03-21 04:21:53 UTC by xzec xzec

Posted 15 years ago2009-03-21 07:09:40 UTC Post #264369
Hello, my fellow mappers! (;

I'm making my own Zombie map for Counter-Strike.
And I need a bit help to continue with my map.

1.) Disappearing blocks / One-touch blocks
How do I make blocks that dissappears right after I've touched it?

When I jump up on the block, the block dissappears and get semi-transperant, and you will fall right through it.
After a second, the block gets changed back to normal.
Normal block --> Touched --> Dissappears and semi-transparent --> 1 second delay --> Changed back again.

2.) Directional speed booster
How do I make a platform that pushes me in the direction I'm looking?

When I jump on this, it will push me away, in the direction I'm looking.

3.) Zombie barriers
How do I make blocks that only humans can walk through, but not zombies?

Can I use 'func_monsterclip' from halflife.fgd, even though if the map is to Counter-Strike?

If you know how, then don't hesitate to post here! (:

Best regards,
Nymph.
Posted 15 years ago2009-03-21 08:47:58 UTC Post #264373
2.)

Wouldn't a simple trigger_push do the job here, set speed and angle of the entity to match the destination. make an aaatrigger box and tie it to a trigger_push and once the player steps inside the box the push effect will take place.

Now if you wanted the platform to push you to the direction your facing...multiple trigger_push entities and just make them push you away from the platform. Its the only way I could think of. Having multiple push locations.

I'll think about 1.) and about 3.) I know not.
Posted 15 years ago2009-03-21 09:13:29 UTC Post #264374
I don't think multiple trigger_push entities will do the work.
You will either get pushed in a random direction, or you get pushed away in the opposite direction from the box as soon as you put one foot in.

But thanks for giving suggestions, fold! (:

Best regards,
Nymph.
Posted 15 years ago2009-03-21 10:04:44 UTC Post #264376
1. I would use a func_train. Simply cover the func_train with a trigger_multiple. When the player touches the t_m, the train teleports to a pathcorner somwhere outside the map where players cannot get, then use the wait here property of the second path_corner to set a delay, in your case, 1 second. After that the train teleports back to its original position.

You need to check the Teleport flag on both path_corners for this to work.


2. Not possible.

3. Func_monsterclip may work, or it may not. I would think it'll work because CS is a mod for HL, and all HL based mods support the default HL entities (unless it says otherwise in the CS game code)
Im not sure if a func_monsterclip works on players. Best to try this one out yourself.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2009-03-21 10:12:41 UTC Post #264377
Posted 15 years ago2009-03-21 10:16:27 UTC Post #264380
Slams meh head...

I totally forgot about func_wall_toggles. Forget the func_train solution i gave you, go for func_wall_toggles.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2009-03-21 10:26:24 UTC Post #264381
@ MuzzleFlash
Yeah, I got the func_train-solution, but wasn't exactly what I was looking for.
But thanks for the suggestion (:

@ Killer-Duck
That's right, that's meh!
I'm not only on one forum, waiting for an answer.
I've posted in 3-4 other forums.

But if you read further down, you'll see that I can't figure out how to make it work.
That's why I'm still continuing to post.

@ All
Do you guys know how to get that 'func_toggle_wall'-solution to work?
Killer-Duck posted the link to it.

Edit:
Here's the solution:
1: Select the block that you want to make in to your magical door, turn it in to a func_illusionary.
2: duplicate the block, change it in to a func_wall_toggle and cover it in the NULL textures (zhlt.wad, make sure you compile with zhlt), then name it "toggle_wall1"
3: make a block in front of the wall (where you want it to activade), make it a trigger_multiple, name it "toggle_wall1_trigger" and set it's target to "toggle_wall1_manager".
4: create a trigger_changetarget (point entitie), set it's target to "toggle_wall1_trigger" and it's new target to "NULL" and name it "toggle_wall1_trigger_off"
5: create a trigger_changetarget (point entitie), set it's target to "toggle_wall1_trigger" and it's new target to "toggle_wall1_manager" and name it "toggle_wall1_trigger_on"
6: create a multi_manager, set it to trigger "toggle_wall1_trigger_off" and "toggle_wall1" emidiatly then after a delay trigger "toggle_wall1" again and 0.01 sec later (or more if you want there to be a delay betwean how often you can use the door) trigger "toggle_wall1_trigger_on"

Best regards,
Nymph.
Posted 15 years ago2009-03-21 10:27:51 UTC Post #264382
Try this:

Cover the func_wall_toggle with a trigger_multiple.
Place one multimanager entity and name it.
Then click the SmartEdit button, click Add and enter the name of the func_wall_toggle in the key field and set the value to 0.
Then add another key value and enter the name of the f_w_t in the key field and set the value to 1.

This should work.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2009-03-21 11:30:23 UTC Post #264384
Hot damn!, MuzzleFlash!
That's just what I wanted!
Only that I also wanted a semi-transperant block when the block get vanished.
But I shall keep my noob-mouth shut, stop being picky and give you a standing applaud!

Thanks alot for helping me with this, ALOT!
You've saved me alot of headaches and wasted time (:

Edit:
I just placed a 'func_illusionary' there, and everything was just as I wanted it.

Thanks, MuzzleFlash, thanks!
Btw, you should make a tutorial for this one :)

Best regards,
Nymph.
Posted 15 years ago2009-03-21 14:52:01 UTC Post #264385
Those zombie bariers sound like an interesting entity challenge. As far as I know, most mods out there make terrorists the zombie team. So in this case, I think a complex setup involving func_wall_toggle, trigger_multiple and game_team_master may actually work. I'll look into this. :>
Daubster DaubsterVault Dweller
Posted 15 years ago2009-03-21 19:49:56 UTC Post #264396
How cool! = )

Can release a map we can play for testing purposes? I'd love to try this out...
Captain Terror Captain Terrorwhen a man loves a woman
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