Swinging Rope Created 19 years ago2004-07-24 20:22:57 UTC by mapper_man mapper_man

Created 19 years ago2004-07-24 20:22:57 UTC by mapper_man mapper_man

Posted 19 years ago2004-07-24 20:22:57 UTC Post #44549
is there a way to make the rope wiggle and be able to climb it?
Posted 19 years ago2004-07-24 20:24:32 UTC Post #44550
only in opfor. just use the env_rope entity.
Posted 19 years ago2004-07-25 02:17:19 UTC Post #44605
there is no env_rope!
Posted 19 years ago2004-07-25 02:19:42 UTC Post #44607
Heh...env_rope.

This reminds me of this guy at another forums that said there were things like env_car :o

Unless thats in spirit or something.
Posted 19 years ago2004-07-25 02:40:40 UTC Post #44610
No env_car in Spirit.

There is env_vehicle in CS.

As for env_rope, it's only in OpFor, as Ministeve said.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 00:43:21 UTC Post #46218
lol its late so i might be wrong.... or stupid... but for normal mapping you could maybe have swooped peices of rope shaped like ( and under that hacve ) then back to ( and so on
if you made all the ) on one orgin on one side and ( on the other and have them set up and pednalum with just a little movement and long enough so theres no gaps when it moves (and if theres a no solid box) you could do that then put the rope entity in fron of it... just a thought...
Posted 19 years ago2004-07-29 00:57:58 UTC Post #46220
Well, you could have a func_pendulum but then you couldnt align the func_ladder correctly to make it climbable.

The env_rope entity makes rope like in the OpFor boot camp so theres no reason to make a brush rope and use the env_rope. One or teh other!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 01:59:49 UTC Post #46230
A func_pendulum with it's 'Passable' flag set, and a func_ladder do the job pretty well. After all, a func_ladder doesn't need anything else to work... except for that it is invisible itself so it needs something to make clear it's climbable there. In this case, the func_pendulum...
Posted 19 years ago2004-07-29 02:40:03 UTC Post #46250
If your using spirit you could probably combine a func_ladde with func_pendilum, or use OP4 and use env_rope heh heh.
Posted 19 years ago2004-07-29 05:49:27 UTC Post #46296
func_pendulum timed incredibly well, and a func_ladder. only way in hl/cs/dod
Posted 19 years ago2004-07-29 09:06:54 UTC Post #46329
hmmm....

could you make a series of ladders that are triggered on when your brush, a func train, which serves as what the rope looks like goes near them?
Posted 19 years ago2004-07-29 15:29:26 UTC Post #46436
Posted 19 years ago2004-07-29 15:47:29 UTC Post #46440
but you can name a ladder, so couldn't you trigger it on and off?

you would only need a-few of them to trigger, and because you can't see a func_Ladder, you couldn't see it change. I'm going to try this. a moving robe that swings across a ravine, and you have to climb with it.
Posted 19 years ago2004-07-29 16:02:35 UTC Post #46441
And when the player is on a ladder that is suddenly triggered of, he'll find himself falling for no apparant reason... but I'll await your results, Bratty... :)
Posted 19 years ago2004-07-29 16:03:29 UTC Post #46442
BL: no, but if you want to waste your time, go right ahead.
Posted 19 years ago2004-07-29 16:15:11 UTC Post #46444
^^talkin to bl
Posted 19 years ago2004-07-29 16:15:25 UTC Post #46445
I think there is no way of triggering a Ladder. I tried it a few times ?cos my maps needed it and ended up completely aware of one thing: the engine has its limits and this is one of them!!!. If you can?t find a way of doing something, try thinking of creative ways of doing some other thing to replace that something. Always bear the engine in mind... You know, maybe its cooler to have a swinging rope there, but you could be able to make a cool looking ladder and to make something cool happen to it.
Posted 19 years ago2004-07-29 16:21:40 UTC Post #46446
It's not an engine limitation, it's just the game code... :)
Posted 19 years ago2004-07-29 16:23:40 UTC Post #46448
Welcome back Marl!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-30 05:28:48 UTC Post #46600
From: Rope, Waterfalls and Dripping Water
What about swinging rope?
We know that you can't have two entities assigned to the same brush, so how are we going to get a rope to swing, and be climbable at the same time? Your guess is as good as mine.... They did it in OpFor so it should be easy? Well after hours of testing the func_pendulum and reading everything to do with rope in HL, I couldn't do it.
NEW INFO
KingNic came good and provided the answer:
The ropes in Opposing force were a specially coded entity which used models to make the rope and had simple physics applied. You can't recreate the same effect in normal HL without coding.
As you can see...
It is amazing what you find when you read our tutorials!
Posted 19 years ago2004-07-30 09:21:10 UTC Post #46676
well I'm going to waste my time, looking for an answer. Its not a complete waste, I will learn about Half-Life's limitations as I go along.
Posted 19 years ago2004-07-30 13:44:14 UTC Post #46762
I suppose you can do it with Spirit as well...have a func_ladder MoveWith a func_pendulum.
Posted 19 years ago2004-07-30 15:40:41 UTC Post #46806
well I'm going to waste my time, looking for an answer. Its not a complete waste, I will learn about Half-Life's limitations as I go along.
Cool! For your next project, try to make a map the size of the entire grid in hammer entirely out of func_rotatings. Let us all know what you learn from that project too!
Posted 19 years ago2004-07-30 15:45:37 UTC Post #46810
Lol, prickly pimple...BL, I suggest you try experimenting with Spirit of HL.
Posted 19 years ago2004-07-30 19:06:30 UTC Post #46884
Yeah, but I can't get it till my new computer arrives, so I'll just wait till then. Thanks though.
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