Marzgog Posted January 24, 2003 Share Posted January 24, 2003 Ok, you all know the place where you can suck the stupid stormtroopers to outer space on the doomgiver/whatever? Ok, so, how do i do this effect?? or is it just a SP feature? Im building a MP FFA Im using GtkRadiant Link to comment Share on other sites More sharing options...
wedge2211 Posted January 24, 2003 Share Posted January 24, 2003 I did that in my Mars map, with the decompressing hangar and the control room where you can shoot the windows out. You use a trigger_push (but the SP mission may have used scripting somehow). So far as I can tell, from thorough experimentation, you can't turn a trigger_push on or off (i.e., triggering it does nada), it's always on, so here's the trick I used: 1. In whatever room you want people to be blown out of, select the floor and clone it. Make this new brush[es] only one unit high, and put it one unit above the floor. Texture this with the system/trigger shader, and make it into a trigger_push with the right target_position. 2. Now, clone the trigger_push, and move it one unit above the original. Right-click and select Ungroup Entitiy to clear the trigger_push from this new brush. Texture this brush with system/clip, and make it into a func_door. Set the door to open downward at high speed (500 or so) with a lip value that will take the door below the trigger_push (I used -8 to be safe), and disable sounds on the door. Set the door's wait value to however long you want people to be blown off into space. 3. Take whatever is supposed to cause people to be thrown around (a button, a func_breakable, a trigger), and target it at the func_door. Set whatever wait value is necessary. Now, when people are in that room, they will actually be standing on a 2-unit-thick invisible cushion above the floor: the door and the trigger. This is thin enough that nobody will notice. When the door is triggered, the players in the room will suddenly be thrown towards the target_position! The only drawback to this method I worked out is that only players ON THE FLOOR at the time when the "door" is open will be thrown, in other words, if you are in mid-jump, you won't be thrown until you land. Also, if something interrupts your flight path, you won't continue towards the target_position until you land on the floor again. But it worked well enough in Mars, I hope that gets you what you want. Link to comment Share on other sites More sharing options...
Marzgog Posted January 24, 2003 Author Share Posted January 24, 2003 Thx... , it's great that this forum community is so quick to it's anwsers... However, my room is far too complex for that to work effectively... Ledges, 2 of those freight haulers you use to get out from bespin in SP, walls that go in a 90 degree angle to the "would be" hole... so i guess i'll just make a hole and put the forcefeild there so it'll look nice... but not actually do anything... But still, thanks a lot, it is always making the mappin' a lot easier with a supportive community like this. Link to comment Share on other sites More sharing options...
wedge2211 Posted January 25, 2003 Share Posted January 25, 2003 OK. Seems like the right choice. It may be possible to toggle a trigger_push, I just couldn't figure out how. Link to comment Share on other sites More sharing options...
dvader28 Posted January 25, 2003 Share Posted January 25, 2003 a word of warning though...sometimes JO doesn't like brushes 1 unit thick... it'll give you an error when you try and load the map..2 units thick might be a safer option I asked this question last year and no-one had an answer....nice work wedge!! simple when you know how! Link to comment Share on other sites More sharing options...
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