The "Metroid Effect" Created 14 years ago2010-03-29 15:58:58 UTC by Nightlinks Nightlinks

Created 14 years ago2010-03-29 15:58:58 UTC by Nightlinks Nightlinks

Posted 14 years ago2010-03-29 15:58:58 UTC Post #280103
Hey, I'm working on a map that is roughly based on what the player did in the Metroid series. (Find weapons, open doors with new weapon that leads to another weapon.)

I figured out how to make a door open when shot at, but is there any way to make a door open only when shot with a particular weapon? Like, door A would only open if shot with a weapon_smg1 but door B only opens if shot with weapon_rpg.

Is this possible?
Posted 14 years ago2010-03-29 16:06:45 UTC Post #280104
Nope, as far as I know that can not be done.
There are no outputs for it, and no entities which cares about what weapon is being used
Madcow MadcowSpy zappin my udder
Posted 14 years ago2010-03-29 16:13:34 UTC Post #280105
you could maybe make it differentiate between explosive and single bullet guns.

Put multiple small(like 1-unit blocks), shootable func_buttons, (like 6 of them, but experiment on what works) in a medium-sized radius around the center of the door.

A single bullet will never hit all the buttons, but the rpg should, and activate the door. This is not my idea, but i've seen it done in an example before (can't remember the example for the life of me).

hope helps!

)

Madcow: you of all people should no never to say never when it comes to creatively doing something you think is impossible with the GS engine... come now.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-29 16:27:44 UTC Post #280106
But this isn't the gold source engine, and I know my entities.
I do know that there is a way to separate explosions from bullets, can't rememter exactly how since I haven't mapped for over a year, but I do know that ther is a simple way.
However, Im very certain that there is no entity which registers what weapon it was shot by
Madcow MadcowSpy zappin my udder
Posted 14 years ago2010-03-29 17:07:29 UTC Post #280107
Here's a possible solution: Make the weapons pickable, then trigger with your weapons(when they are picked up) specific 'master's that target their respective doors. Hope you caught the idea.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-29 19:11:52 UTC Post #280108
I did a lot of research about this back when I was working on Turnstile.

For starting out, there are crowbar breakable barricades.

The Pistols simply had a shootable button.

The 9mmAR used a button that targetted a game_counter and when it reached a certain number of shots, it would fire another target, and loop of multimangers reduced the counter so that the only way to get it was with the repetition of the 9mmAR.

The shotgun button was several wedges like that of a pizza and each wedge was a button that targets a multisource that then targets a door. I think I used 6 wedges. The buttons reset quickly to prevent another weapon from using it.

All explosions were similar. A small 1x1x1 shootable button.

For the Gauss Cannon, it was a shootable switch inside an indestructible tube of glass. The Gauss cannon is the only weapon to shoot through it and hit the button.

I think I experimented with "Snark-tubes" and monster-only triggers.

Longjump to bridge large gaps of course.

Also, there would be weaponry refill stations that used a player_equip in combination with globals to give the player a full stock of weapons when visited.

Turnstile had a ton of potential, I just wasn't experienced enough at the time.
Rimrook RimrookSince 2003
Posted 14 years ago2010-03-30 00:27:40 UTC Post #280113
I thought there was an entity that triggered only after taking a certain amount of damage. I used it once in my CS:S map as a breakable bridge that exploded only after the bomb went off. Used that because i didn't learn how to use the bomb-triggers yet.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-03-30 04:38:18 UTC Post #280116
It's something like filter_damagetype. Then just send the output to the door
Posted 14 years ago2010-03-30 22:19:36 UTC Post #280127
Edit: actually you use the name of the filter_damagetype and put it in the doors key field "filter"

Very usefull if you every make a level that has a wall or door that can only be open/broken by explosives
Posted 14 years ago2010-03-31 15:22:48 UTC Post #280143
Could I use func_breakable that would send an output it the door when broken? I'm not on my home PC but I believe there's a variable you can stick in func_breakable that makes it only break when a certain damage or higher hits it.
Posted 14 years ago2010-03-31 18:58:53 UTC Post #280146
I believe that would work, yes.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-04-02 15:20:23 UTC Post #280207
Yep! Tested with damage numbers and it seems to work just fine. Thanks! If it's possible to lock this, go ahead.
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