darthzappa Posted June 19, 2003 Share Posted June 19, 2003 hi folks... i've got a somewhat advanced question. here's the scenario: i've got an arena which i want to have spikes shoot out of the walls when someone hits a switch. i've already got the spikes to shoot out (they retract after 10 seconds) by making them doors, and using a trigger_multiple to fire them. however, i can't seem to make them do any damage. i've set the doors to be 'crusher', but they just push the player back, and dont hurt him. the spikes only extend partway into the arena, not all the way to the opposite wall. (which would pin the player and then cause 'crushing' damage) any ideas? i'm stumped, but this seems like it should be do-able. perhaps an entity would work? i haven't messed with them yet, because they seem pretty limited in MP. (yes this is an MP map) i'm using jk2radiant, and compiling with the sof2map engine (the 'default' setup) if that matters. Link to comment Share on other sites More sharing options...
rgoer Posted June 19, 2003 Share Posted June 19, 2003 What if you had spikes come out from both sides of the hallway, to meet in the middle, and worked them out with a team key? Or can you get a trigger_hurt brush to move with the spikes? Link to comment Share on other sites More sharing options...
wedge2211 Posted June 19, 2003 Share Posted June 19, 2003 You might be able to get a trigger_hurt to toggle on and off. I'm not sure how you do that, I couldn't get it to work, but it must be doable...how else did they do the Death Star laser cannon in that Raven MP map? Link to comment Share on other sites More sharing options...
lauser Posted June 19, 2003 Share Posted June 19, 2003 Evader could answer that question...His Forbidden Twilight map has lasers that HURT or take damage on players. Does he use these forums? I know L J helped him with that map..... Link to comment Share on other sites More sharing options...
Tigris Posted June 19, 2003 Share Posted June 19, 2003 AFAIK you simply to a trigger_hurt in the area your spikes will end- when they are fully deployed. Then give the trigger the dmg-level you want to- for those mean spikes I suggest 200 Now simply check the toggle-spawnflag and target them with the same trigger_multiple you use for the spikes. *envisions those spikes with the rag-doll-physics of JA* Yikes Hope this helps... Link to comment Share on other sites More sharing options...
Tigris Posted June 19, 2003 Share Posted June 19, 2003 AFAIK you simply to a trigger_hurt in the area your spikes will end- when they are fully deployed. Then give the trigger the dmg-level you want to- for those mean spikes I suggest 200 Now simply check the toggle-spawnflag and target them with the same trigger_multiple you use for the spikes. *envisions those spikes with the rag-doll-physics of JA* Yikes Hope this helps... Link to comment Share on other sites More sharing options...
Tigris Posted June 19, 2003 Share Posted June 19, 2003 AFAIK you simply to a trigger_hurt in the area your spikes will end- when they are fully deployed. Then give the trigger the dmg-level you want to- for those mean spikes I suggest 200 Now simply check the toggle-spawnflag and target them with the same trigger_multiple you use for the spikes. *envisions those spikes with the rag-doll-physics of JA* Yikes Hope this helps... Link to comment Share on other sites More sharing options...
darthzappa Posted June 19, 2003 Author Share Posted June 19, 2003 Tigris, that worked! ALMOST.... i set one of the spikes/doors to target a trigger_hurt at the end of their reach, and sure enough, damage! HOWEVER i can't make it go away when the spikes/doors retract! it's still there. furthermore, the next time the switch to fire the spikes is pushed, the trigger_hurt is then turned off, and does nothing. i tried a using a 'closetarget' on the doors (pointed at the trigger_hurt) but no dice. I also tried triggering a separate trigger to fire the trigger_hurt, but got the same effect: the trigger_hurt only comes and goes with the push of the switch; even if i use the spikes/doors to fire it in the first place. did that make sense? ACK! I'm so close! this is driving me bananas! Link to comment Share on other sites More sharing options...
lauser Posted June 19, 2003 Share Posted June 19, 2003 Tigris I'm sure you have good intentions..But WOW!! Watch your posting!! 3 TIMES??? Link to comment Share on other sites More sharing options...
PRSLou Posted June 20, 2003 Share Posted June 20, 2003 I'm sure it was unintentional Link to comment Share on other sites More sharing options...
Eldritch Posted June 20, 2003 Share Posted June 20, 2003 Yeah, these forums do funny things sometimes. Do funny things sometimes. These forums do funny things sometimes. Link to comment Share on other sites More sharing options...
darthzappa Posted June 20, 2003 Author Share Posted June 20, 2003 In the vain hopes of keeping this thread on-topic (ahem), i've tried the following ideas for my 'triggered spikes arena' with no success: 1) using 'closetarget' - doesnt seem to work in MP. is there a document somewhere that lists what does and doesnt work in MP? I'm getting a bit tired of chasing my tail on this issue... 2) using 'target2' - same as 1) 3) using a func_timer - this ALMOST worked, but 10 seconds later, the trigger_hurt turns back on again, and then 10 sec later off, etc etc. Can a func_timer be set to fire a trigger 10 seconds from now without repeating it forever after that? 4) various combinations of trigger_multiples fired from the main switch. these either produce no results at all (i guess the trigger_hurt is turning on and then off right away) or the trigger_hurt comes on and doesnt go away until someone pushes the switch again, which is not what i want, since i can't make the doors/spikes behave this way. (I'd settle for this if i could make the spikes stick out until the switch was pushed again, but that doesnt work either. grr.) There HAS to be a way to do this in MP; it seems to be the same situation as the 'big green gun' in the deathstar MP map that comes with the game. As someone else pointed out, there's that forbidden twilight map, with it's laser-beam arena that has trigger_hurts fired from a switch (or ARE they trigger_hurts? could they be fx_runners? would it matter? hmm) if anyone knows how to get in touch with the author of the forbidden twilight map, i've got a question for him... Come on folks, this CAN be done! But HOW???? Link to comment Share on other sites More sharing options...
wedge2211 Posted June 20, 2003 Share Posted June 20, 2003 Um, this is an idea... Target the spikes (door) at a target_relay and a target_delay (with a delay equal to the amount of time you want the trigger to damage people). Target the target_relay and target_delay at the trigger_hurt. Then, when the door (spike) closes, it will fire the target_relay, which immediately turns the trigger_hurt ON, and the target_delay, which after a moment turns the trigger_hurt OFF. Link to comment Share on other sites More sharing options...
darthzappa Posted June 20, 2003 Author Share Posted June 20, 2003 Thank you wedge! That did it! works perfectly, every time. (brief pause for some embarassingly silly dancing-around-the-room) I'm going to have to play with those target_xxx items some more; i just assumed they were for SP mapping. thanks again everyone for all your good ideas and tips. Link to comment Share on other sites More sharing options...
Tigris Posted June 20, 2003 Share Posted June 20, 2003 Urgh sorry about those postings... forget to double check the page Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 20, 2003 Share Posted June 20, 2003 I wish I would accidently double post. I need the points to change my name. Link to comment Share on other sites More sharing options...
rgoer Posted June 20, 2003 Share Posted June 20, 2003 sorry for the off-topic post, but @imyourfather: go to the Father Torque Foundation (in yoda's swamp) and beg for point donations. You'll get some. Link to comment Share on other sites More sharing options...
Tigris Posted June 23, 2003 Share Posted June 23, 2003 So, when do we get to see some pics of this? Are you using brushes or patches as spikes? Patches could look better Link to comment Share on other sites More sharing options...
Emon Posted June 23, 2003 Share Posted June 23, 2003 It seems you have a working solution, but did you ever set the dmg key in the func_door? Link to comment Share on other sites More sharing options...
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