Absath Posted June 10, 2002 Share Posted June 10, 2002 In the Yavin Trials, where you retrieve your lightsaber, towards the end there is a part where you have to cut ropes to cause the attached blocks of stone to fall and it opens doors. My question is how to duplicate that effect? What im looking for, is when one or more brushes are destroyed, the brush they are supporting falls. how would this be set up? ive tried a couple of trigger combinations with no luck. any ideas? -Abs Link to comment Share on other sites More sharing options...
Xcom Posted June 10, 2002 Share Posted June 10, 2002 I hope you not planning on accomplishing this with triggers only. It's done with complicated scripting and I think func_breakables or func_usables. Link to comment Share on other sites More sharing options...
Absath Posted June 10, 2002 Author Share Posted June 10, 2002 well thats what i was wondering....thanks -Abs Link to comment Share on other sites More sharing options...
Manquesa Posted June 10, 2002 Share Posted June 10, 2002 I don't think scripting is necessary for that. Make the rope a func_breakable and the rock a func_door or func_plat. Target the func_breakable to activate the func_door/plat. And then of the func)door/plat would target the actual door to unlock it (or something like that). Play around with that method and you should be able to achieve the desired results. Link to comment Share on other sites More sharing options...
Xcom Posted June 10, 2002 Share Posted June 10, 2002 That may work if you only have one supporting rock/pilar or whatever. Link to comment Share on other sites More sharing options...
Absath Posted June 10, 2002 Author Share Posted June 10, 2002 yeah it does....but the catch is that im not doing the exact same thing as the trials....just the same principle =P i wanted a series of wooden platforms help up by ropes on each corner. the ropes would be breakable, and after all of the ropes were cut the platform would break or fall or whatever. im pretty sure that would require a script =P i can make it so that any ONE of the ropes broken will trigger the platform... without the SP source code to reference, i dont think theres much that can be done =P oh well -Abs Link to comment Share on other sites More sharing options...
Xcom Posted June 10, 2002 Share Posted June 10, 2002 Well, being inspired by your question ( ), I did some experimenting and got it to work. What I have is bunch of columns, supporting a balk. When all of them are destroyed , the balk falls down. If you wan't I'll post a the script and explain it. Link to comment Share on other sites More sharing options...
GidionTheDead Posted June 10, 2002 Share Posted June 10, 2002 Quite easy. Make the ropes func_breakable. Connect rope A with an invisible door above the visible door, so that it can't go up. If you cut rope A, the invisible door will open. Connect rope B with the visible door. If rope A has been already destroyed, the door will open. If rope A is still intact, the invisible door will stop the visible door from moving. You could also make both ropes connected to invisible doors and make the visible door working all the time. Once both ropes are cut and the invisible doors are open (check the TOGGLE field), the visible door works!!! not scripting necessary at all!!! Link to comment Share on other sites More sharing options...
Manquesa Posted June 10, 2002 Share Posted June 10, 2002 yep, and there you have it Link to comment Share on other sites More sharing options...
Xcom Posted June 10, 2002 Share Posted June 10, 2002 Originally posted by GidionTheDead the invisible door will stop the visible door from moving. It won't. Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 10, 2002 Share Posted June 10, 2002 Nope, it won't, you see, they aren't stoping eachother, only you. If you have a regualar door, and you make it open, it goes right through the wall, so it won't stop the visible door. *tusken battle cry* Link to comment Share on other sites More sharing options...
GidionTheDead Posted June 10, 2002 Share Posted June 10, 2002 You must give it an invisible BUT SOLID texture, like "system/physics_clip" Link to comment Share on other sites More sharing options...
Manquesa Posted June 10, 2002 Share Posted June 10, 2002 well the idea would be to have the invisible door(s) to be placed right in front of the actual door which would be covering up a trigger which will activate the door. So only when all the invisible doors are moved will you be able to get to the trigger to activate the door. They would all have to be very thin brushes for the illusion to work however. Link to comment Share on other sites More sharing options...
GidionTheDead Posted June 10, 2002 Share Posted June 10, 2002 And normally, you must include a free space for the door to go, or it will not work. (That kept me busy during my fist map, trust me.) Link to comment Share on other sites More sharing options...
Xcom Posted June 10, 2002 Share Posted June 10, 2002 Originally posted by GidionTheDead And normally, you must include a free space for the door to go, or it will not work. Yes it will. Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 10, 2002 Share Posted June 10, 2002 Brushes(to other brushes) are not solid. They all have the cheat "noclip" on, get it? :no wampa smily:mad: make one!: Roar! Link to comment Share on other sites More sharing options...
GidionTheDead Posted June 11, 2002 Share Posted June 11, 2002 Well, it seems there is a way to make door react solit to walls and other doors (I somehow managed to get it to work, although I didn't want to do so. ). Well, nevertheless, Manquesa got it. Link to comment Share on other sites More sharing options...
Xcom Posted June 11, 2002 Share Posted June 11, 2002 In conclusion: if you making SP map, use scripts. Period. Link to comment Share on other sites More sharing options...
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