Blow Up Wall ?
Nazul
Join Date: 2002-11-17 Member: 9052Members
arg , ive tried like almost everything but it wont work , this is what i want : I have a wall in the middle , and then ,when 360 seconds ( 6 minutes ) have passed the wall geos b00m <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> , can someone plz help me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Comments
Mapstart/reset timed events in NS are always critical, especially when you try to reset your map.
The simplest solution is a multi_manager.
Another solution could be a monster_generic stanting on a func_conveyour wich triggers a trigger_presence at the end of the conveyour (all happening in an own locked room)
Most triggers are buggy in some way when you reset the map because they dont notice that.
This thread should be webbed: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=24222&hl=reset' target='_blank'>http://www.unknownworlds.com/forums/in...=24222&hl=reset</a>
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KNOWN DO RESET:
...
trigger_random *2
...
*2: Only ent that resets properly, helpful to reset all those other ents. Set it to times of 0 and 0, for shortest and longest time to execute immediately (even before round 'beeps' have finished!). Set it to 'start on' and turn off smartedit. Add in the names of the ents you want to trigger as both name and keyvalue for each one. At the start of each round the trigger_random will then helpfully reset everything for you, isnt that nice
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What to trigger:
a func_wall_toggle is the simplest way, the "glass block" simply dissappears ot toggle or trigger.
To make Glass gibs you need a func destroyable thet gets "attacked by other triggers" orr... dunno.
EDIT 1 : i use Multi_manager :
target : trigger
break (name of the wall ) : 360 ( the number of seconds till trigger )
then on BREAK I use :
(flags ) :only trigger
health : 1 ( because its only trigger )
BUT when im in-game the only-trigger doesnt work and when i parasite the wall , it goed clang ( it brakes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
EDIT 2 : oo ,and i used ONE multi_manager and triggered 3 breaks ( walls ) with it , mayb u wanna know <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Same as a marine with just one hp it "breaks" on parasite. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
To make the timed trigger working first make a func_button(s) aiming at the same wall(s) just for testing...
And you should use a short time deelay <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> till it works.
<b>Dont forget to set the "only trigger" Flag!!!</b>
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if this does not help try:
<b>To make the multitarget killing a destroyable wall it even could activate something that does damage to the glass.</b>
Simplest idea is a tiny almost invisible env beam that does MUCH damage jus tinside of the destroyable wall.
<b>The multisource <a href='http://www.valve-erc.com/files/?folder=/resources/examples/&filename=multi1.zip' target='_blank'>demo map</a> shows how an env_beam (activated by a multitarget) kills a glass ...</b>
(...after 2 switches were pushed wich is why its the multiSOURCE demo.)
<a href='http://www.valve-erc.com/entities/?entity=env_beam' target='_blank'>env_beam</a>
Problem: <b>no matter how much health you give your wall, it could still be killed by a player (lots of nades)</b>
to avoid this just make the destroyable wall invisible (we just want to see its gibs) and cover it with a visible func_wall_toggle having the same name as the laser.
Now when a fade with splash damage kills the destroyable part, the func_wall toggle will stay.
There may be other solutions I dont know of...
set it to func_breakable
when you do this set it to glass in object type (i think thats it)
set it to have like 100000 for strength
next make a env_explotion
name it something like exp
set that to 100000 for damage
make a trigger_auto
set target to exp
set delay before trigger 360
trigger state on
put the func_explotion and trigger_auto inside the wall
thats it I just figured this out today btw