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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Box invisible from outside
explorer7
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Since: Apr 24, 2008
Posts: 41
Last: Feb 8, 2010
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Category: HL2 Mapping
Posted: Thursday, Jun. 25, 2009 08:15 am
I want to make a box out of brushes that holds a crowbar inside it. But I want to make it so the box is invisible from the outside so it looks like nothing is there. The point is for the player to have to find the box and open it up to find the crowbar.
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playername
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Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Im a fan of MODSonair
Category: HL2 Mapping
Posted: Thursday, Jun. 25, 2009 01:43 pm
Lol opps... I should pay more attention to the fourm section... Thought that said CoD2...

edited on Jun. 25, 2009 09:44 am by playername
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
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Welshy
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Category: HL2 Mapping
Posted: Thursday, Jun. 25, 2009 03:02 pm
Hhhmm interesting idea.

Making an invisible box and then have it appear once opened is fairly easy to do. The problem arises when trying to get the crowbar to do the same.

To make the invisible box just create your box out of brushes without a lid and tie it to a func_brush entity and give it a name (something like box or whatever).

Texture it in whatever texture you want the player to see when the box becomes visible. Now go into the properties of your box and change "start disabled" to yes.

Next create another brush (this will be your lid) and tie it to a func_door or func_door rotating entity. This time texture all the sides of the lid that will be visible from the outside as nodraw.

Now open the properties for the lid of the box and go to the outputs tab. Add a new output as follows

My output - OnOpen
Target entities - box (or whatever you named the box)
Via this output - Enable

The delay and fire only once are up to you if you want to change them. Finally go to the flags tab and make sure that nothing is ticked except for "Use Opens" and click apply.

Thats it for the box. I am still trying to figure out to get the crowbar to do the same thing, So I'll let you know when/if i get there.

Also if we press the "activate foylebot button" foyleman should appear at some point and hopefully he will have an idea of the best way to do this.
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foyleman
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Category: HL2 Mapping
Posted: Thursday, Jun. 25, 2009 07:51 pm
foylebot button [rolleyes]
Then again, here I am.

My method would first to make a destructable crate that spawns the crowbar on death. That takes care of your box that when broken provides the player with a crowbar.

Perhaps I remember wrong, but you should be able to not give the crowbar to the player. It's been a few months on a new game engine so I could be wrong. I'd check the wiki on this.
*Update: I see the wiki indicates you can allow the player to pick it up which means you can spawn the player without the crowbar.
http://developer.valvesoftware.com/wiki/Weapon_crowbar

If you can's spawn the player without the crowbar, then the next easiest option is to create a new weapon using the sdk programming. duplicate the crowbar weapon. This way you can have more control over this weapon compared to the crowbar.
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