sights0d Posted May 24, 2002 Share Posted May 24, 2002 I was working on a duel map, but got bored of it. Instead, I'm going to work on a CTF map. I'd like to make it so that a player can chop a pillar and have it fall over to make a bridge. How? I've already mastered having a breakable pillar (it explodes into chunks) but I haven't figured the bridge part yet. Also, while I'm at it, how do you get things to break with the force (i.e. f-push and f-pull?) And is it possible to set up chunks of garbage that can be used to hit people with like in DF2:JK? Link to comment Share on other sites More sharing options...
dvader28 Posted May 24, 2002 Share Posted May 24, 2002 Well, what you could do for the falling pillar is set up the pillar as a func_door. You can then give it the standard settings for a swinging door (see RTCW tutorials for tips). You can then set it to be force activated, allowing a force push to move the pillar into position. Set the wait time to stop it from moving back. Don't know about the rest, sorry Link to comment Share on other sites More sharing options...
Xcom Posted May 24, 2002 Share Posted May 24, 2002 I never say never but it seems impossible. For a MultiPlayer map anyway. In SinglePlayer you can make some scripts but in Multiplayer - ????. The only way you can attempt to do something like that is to create 2 pilars. One should be func_breakable (you have it already) and the other - func_usable (which is the same pilar only in the horizontal position). Set that func_usable to "startoff". Then target func_breakable at func_usable. Theoretically, when func_breakable is detroyed, func_usable will appear. BUT..BUT..there will be no animation of it actually falling. EDIT: You can make swinging doors in JK2? LOL. Didn't know that. Link to comment Share on other sites More sharing options...
FlashFearless Posted May 25, 2002 Share Posted May 25, 2002 That'll be pretty difficult concidering it requires a func_door_rotating entity which jk2 does not have. The only way I could think of to do it is by using a func_train and a path_corner with the TURN TRAIN flag checked. Although I don't know if you would be able to make it go from verticle to horizontle with that or not =( Worth a shot I guess. Link to comment Share on other sites More sharing options...
UniKorn Posted May 25, 2002 Share Posted May 25, 2002 Getting it working will require so much time that it is better to just make it look like it has been destroyed before. Link to comment Share on other sites More sharing options...
dvader28 Posted May 25, 2002 Share Posted May 25, 2002 weird...i'm sure i've seen a rotating door somewhere in there! Link to comment Share on other sites More sharing options...
RichDiesal Posted May 25, 2002 Share Posted May 25, 2002 I dunno... you could instead have three pillars... one standing straight up, one being a func_rotating for the falling animation, and the other being the final horizontal pillar... then trigger them all together in a chain... I dunno, you might be able to rig it up. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 25, 2002 Share Posted May 25, 2002 I don't think any of those are going to work, besides the func_breakable tied to the func_usable. And JK2 supports turning trains? Where? Link to comment Share on other sites More sharing options...
FlashFearless Posted May 26, 2002 Share Posted May 26, 2002 it's in the Path_corner entity properties. there's a flag for "turn train" which turns it to face the next path corner. the train kind of stalls while it turns, but it works. It's in SP, I'm not sure if it's in MP or not. I've noticed several entities lose a few properties in MP. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted May 26, 2002 Share Posted May 26, 2002 It's not in the MP defs... So I don't think it's supported. Link to comment Share on other sites More sharing options...
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