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Topic: Can a brushmodel kill you? |
| Maddogg8472 |
General Member Since: Jun 18, 2004 Posts: 55 Last: Aug 22, 2008 [view latest posts] |
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Category: CoDUO Mapping Posted: Friday, Feb. 17, 2006 02:12 am |
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ok ive now nearly got my lifts finished apart from sounds, but ive discovered a big downfall to having lifts in maps.
When the lift is at the top and say i call the lift, i can then stand underneath it as it drops down. But then i get stuck under it but it doesnt hurt me.
Is there a way to make the lift kill ppl if they are caught under it?
thanks again ![[smokin]](images/BBCode/smilies/smokin.gif) |
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| Yorkshire-Rifles |
General Member Since: Mar 16, 2005 Posts: 272 Last: Apr 19, 2008 [view latest posts] |
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| Maddogg8472 |
General Member Since: Jun 18, 2004 Posts: 55 Last: Aug 22, 2008 [view latest posts] |
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| supersword |
General Member Since: Jul 28, 2004 Posts: 1989 Last: Nov 22, 2011 [view latest posts] |
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Category: CoDUO Mapping Posted: Friday, Feb. 17, 2006 04:14 pm |
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Hmmm... Ok try this:
Create a trigger underneath the elevator while it is in its starting position. Give it a targetname of deathtrigger.
Add this to your script:
Quote: trigger = getent ("deathtrigger", "targetname");
elevator = getent("elevatortargetname", "targetname");
trigger linkto(elevator); |
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| Maddogg8472 |
General Member Since: Jun 18, 2004 Posts: 55 Last: Aug 22, 2008 [view latest posts] |
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| Maddogg8472 |
General Member Since: Jun 18, 2004 Posts: 55 Last: Aug 22, 2008 [view latest posts] |
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Category: CoDUO Mapping Posted: Saturday, Feb. 18, 2006 01:31 am |
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dont know if anyones interested but i got a reply on this at IWNation which seems to work. Im not an expert so use it at your own risk....lol I would assume that you can make any brush_model kill ppl
I had this same issue in my current project. I was able to solve it by modifying Roger's noprone script, so full credit should go to him.
I'm not sure this is the best way to do it but it certainly worked for me.
Try creating a brush immediatly below the elevator, make it the same dimensions width & length. The hieght you can determine.
Texture it with common/nosight_noclip.
Add the new brush to the elevator script brushmodel.
I'll give the elevator script brushmodel a (targetname elevator) so you can see where it's referenced in the script.
The rest follows Roger's noprone script but is done slightly different.
Create a trigger multiple any size, keep it small & place it anywhere away from the area you want to kill people.
Give it a targetname. (targetname roof)
Create another trigger multiple in the area you want to kill players.
Give it a targetname. (targetname detect)
Target your 1st trigger multiple so they are connected. (target roof)
Thats it for the editor.
Now use the below script & name it whatever (collision.gsc)
--------------------------------------------------------------------------------------
/*
noprone script by Roger Abrahamsson
edited so you die if you are crushed by the elevator
*/
main()
{
/* here the trigger multiple gets referenced
*/
zone = getentarray("detect","targetname");
if(isdefined(zone))
{
for(i=0;i
{
zone thread collision();
}
}
}
collision()
{
if(isdefined(self.target) )
{
/* here the elevator script brushmodel gets referenced
*/
elev = getent("elevator","targetname");
while(true)
{
self waittill("trigger",user);
if (user istouching(elev))
{
radiusDamage(user.origin,22, 3000, 3000);
}
wait 0.1;
}
}
}
------------------------------------------------------------------------------------
Change the entity targetnames to whatever you have mine are just examples.
Also you may need to change the wait time to better suite your map.
I couldn't get the spacing to work in the script so you'll have to do that. |
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| argh00 |
General Member Since: Aug 31, 2005 Posts: 138 Last: Apr 1, 2007 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| argh00 |
General Member Since: Aug 31, 2005 Posts: 138 Last: Apr 1, 2007 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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