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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Can a brushmodel kill you?
Maddogg8472
General Member
Since: Jun 18, 2004
Posts: 55
Last: Aug 22, 2008
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Level 3
Category: CoDUO Mapping
Posted: Friday, Feb. 17, 2006 02:12 am
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]
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
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Level 5
Category: CoDUO Mapping
Posted: Friday, Feb. 17, 2006 02:23 pm
Maybe if you attach another thin brushmodel underneath it - so that it moves up and down with the lift - which is a trigger_hurt. Then anyone who got stuck underneath it would quickly die.
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Maddogg8472
General Member
Since: Jun 18, 2004
Posts: 55
Last: Aug 22, 2008
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Level 3
Category: CoDUO Mapping
Posted: Friday, Feb. 17, 2006 03:33 pm
yeah i thought of that but when i tried, it failed to create a brush_model whenever the trigger_hurt was selected at the same time as the elevator brushes.

I also tried putting trigger_hurt at bottom of shaft with a targetname of the lift but it didnt work.And ive tried to select the trigger then select the lift brush_model and cntrl+K but that didnt work either.

ok thanks anyway
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supersword
General Member
Since: Jul 28, 2004
Posts: 1989
Last: Nov 22, 2011
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Level 8
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Friday, Feb. 17, 2006 04:14 pm
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
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Level 3
Category: CoDUO Mapping
Posted: Friday, Feb. 17, 2006 09:34 pm
well i tried it but didnt work, when i touch trigger i die.

i put the lines in the gsc file after the ::main calls and even tried putting it b4.

[ohwell]
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Maddogg8472
General Member
Since: Jun 18, 2004
Posts: 55
Last: Aug 22, 2008
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Level 3
Category: CoDUO Mapping
Posted: Saturday, Feb. 18, 2006 01:31 am
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
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Level 4
Category: CoDUO Mapping
Posted: Saturday, Feb. 18, 2006 12:41 pm
just a question couldn't you just texture the bottom of tht teleporter in a trigger texture and make it trigger_hurt.
Would this work?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Saturday, Feb. 18, 2006 12:48 pm
No. A trigger is a whole brush, not just one side.
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argh00
General Member
Since: Aug 31, 2005
Posts: 138
Last: Apr 1, 2007
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Level 4
Category: CoDUO Mapping
Posted: Saturday, Feb. 18, 2006 12:50 pm
thought i was wrong just checking anyway thanks
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