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Dropping Intel [Archive] - TF2Maps.net Forums

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phatal
01-28-2008, 01:37 PM
I'm thinking of doing a cross gametype map with cp's and intel, but the intel I want to drop (like a companion cube in portal) when certain conditions are met. How would this be done?

Immortal-D
01-28-2008, 03:04 PM
You have a few options here. The most direct would be an output to the intel that deletes it upon meeting your conditions. You could also create a trigger_multiple and attach it to the intel. From there, you can tell the trigger to do whatever, which will affect the thing it's attached to. In this case being the intelligence.

phatal
01-28-2008, 07:06 PM
You have a few options here. The most direct would be an output to the intel that deletes it upon meeting your conditions. You could also create a trigger_multiple and attach it to the intel. From there, you can tell the trigger to do whatever, which will affect the thing it's attached to. In this case being the intelligence.

But can the intel free fall? I would figure if it is created somewhere then it just stays there. If nothing under it then it would just float in mid air and that's not what I want. I want it to fall and then bounce around like it would if in RL.

Immortal-D
01-28-2008, 08:17 PM
I dunno about bouncing, but the intel will definately fall down. If you plan to have a death-pit, somewhere in this forum is a tutorial for retrieving it after a set amount of time. I've had some epic battles on 2fort when the intel dropped into the water :D

PandaN
01-29-2008, 06:55 AM
It doesn't fall though Immortal-D, it just teleports the where it believe the ground is from where you died :( The intel has ZERO physics to it, no fall bounce or anything. :(

phatal
01-29-2008, 06:45 PM
It doesn't fall though Immortal-D, it just teleports the where it believe the ground is from where you died :( The intel has ZERO physics to it, no fall bounce or anything. :(

That's what I was afraid of. :(

trackhed
01-29-2008, 08:47 PM
you could script a little sequence with a prop_physics that OnTakeDamage will Enable the Item_Teamflag (which has been set "Start Disabled" yes)
also set it to OnTakeDamage Break itself with No Gibs so it looks like it hits the ground then starts spinning?

will take some time getting the inertia factor scale settings right, but should be able to get it looking decent

end result is the same though, it would always have to fall in the same spot or it would look to "warp" to its destination.
unless there is some way to spawn a flag

phatal
01-31-2008, 12:47 PM
What I'm toying with right now is a lame elevator that raises a prop of the intel up and then replaces itself with the flag.

I might just use a shooter and shoot out 1 flag and then same thing, replace with flag.

I like the spinning idea though. I'll play with that when I get home.