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Old 07-16-2009, 03:53 PM   #1
HellJumper
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Question A few seemingly unrelated questions


Hello,

I have a few questions that might seem unrelated, but it is for a secret surprise that I don't want to reveal yet (oooh).

First Question:
Is it possible to have some sort of brush that would allow players to walk through, but not func_physboxes?

Second Question: Is it at all possible to allow zero friction between a player and a door? For example, I want a player to stand on a horizontally faced door (like a platform), but at random times, I want the platform to disappear (the door opens really fast). It does give the effect of a disappearing platform, but the only problem is that a player will travel extremely fast with the door until it hits a wall or something which makes the player fall. I do want the player to fall (the point of a disappearing platform), but I don't want the player to slide with it.

Third Question
: with regards to func_movelinear, I was trying to use it properly, but I couldn't get it to work. I looked it up on the TF2 Wiki, and it said it had bugs with parenting it. So I removed the children it had, but I still couldn't get it to work. Could someone tell me where I could get a tutorial on func_movelinears?

That is all... for now,
Frogger

EDIT: I found a good answer to number 3. Still need help with 1 and 2 though.

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Last edited by HellJumper; 07-16-2009 at 06:28 PM.
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Old 07-16-2009, 04:42 PM   #2
midget31394
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Default A few seemingly unrelated questions


1: I think you can make a func_brush non-solid. Somebody correct me if I'm wrong.
2: Hmmm, You could make the door open, and have some brush entity enable/disable after the door is open or closed. I'm not too sure though.

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Old 07-16-2009, 04:48 PM   #3
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Default A few seemingly unrelated questions


Quote:
Originally Posted by Frogger View Post

First Question:
Is it possible to have some sort of brush that would allow players to walk through, but not func_physboxes?
Func_illusionary Does does this.

Quote:
Originally Posted by Frogger View Post
Second Question: Is it at all possible to allow zero friction between a player and a door? For example, I want a player to stand on a horizontally faced door (like a platform), but at random times, I want the platform to disappear (the door opens really fast). It does give the effect of a disappearing platform, but the only problem is that a player will travel extremely fast with the door until it hits a wall or something which makes the player fall. I do want the player to fall (the point of a disappearing platform), but I don't want the player to slide with it.
EDIT2:
I'm not going to explain this in words, it'll just be easier if I show you, I've uploaded a test map here; http://dl.gamingmasters.co.uk/TFMAPS/pittest_tf.zip

Quote:
Originally Posted by Frogger View Post

Third Question
: with regards to func_movelinear, I was trying to use it properly, but I couldn't get it to work. I looked it up on the TF2 Wiki, and it said it had bugs with parenting it. So I removed the children it had, but I still couldn't get it to work. Could someone tell me where I could get a tutorial on func_movelinears?
Balloon Race has a number of func_movelinears, here's a screen shot of the entity set up, I don't know of any good tutorials, so this'll have to do.



As you can see, every time the entity reaches the open it fires the close input on itself, and viceversa.
 
Last edited by Geitiegg; 07-16-2009 at 05:46 PM.
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Old 07-16-2009, 06:29 PM   #4
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Default A few seemingly unrelated questions


Quote:
EDIT2:
I'm not going to explain this in words, it'll just be easier if I show you, I've uploaded a test map here; http://dl.gamingmasters.co.uk/TFMAPS/pittest_tf.zip
That site is broken. Can you upload it to this site? Thanks.

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Old 07-16-2009, 07:01 PM   #5
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Default A few seemingly unrelated questions


Quote:
Originally Posted by Frogger View Post
That site is broken. Can you upload it to this site? Thanks.
We are currently performing maintenance, the site will be back up within an hour of this post, sorry.
 
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Old 07-16-2009, 11:09 PM   #6
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Default A few seemingly unrelated questions


Ok, I have two more questions now.

First Question: I have a point_template which I am using to spawn boulders. The only problem is I want the boulders either to be destroyed when they hit a certain trigger brush, or get teleported back to the top of the hill so they can be looped. Is there a way to set up a trigger_multiple so that I can do this?

Second question: When the boulder is rolling down the hill in game, it goes right through me without dealing any damage. How can I fix this?

Thanks.

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Old 07-16-2009, 11:25 PM   #7
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Default A few seemingly unrelated questions


Quote:
Originally Posted by Frogger View Post
Ok, I have two more questions now.

First Question: I have a point_template which I am using to spawn boulders. The only problem is I want the boulders either to be destroyed when they hit a certain trigger brush, or get teleported back to the top of the hill so they can be looped. Is there a way to set up a trigger_multiple so that I can do this?

Second question: When the boulder is rolling down the hill in game, it goes right through me without dealing any damage. How can I fix this?

Thanks.
Give the items your spawning a name and then make a trigger_teleport with a Name Filter that teleports back to the top of the hill.

Or, Give them a name, make a trigger_multiple and give it a Name Filter and set the trigger multiple to "Kill" "!activator"

(!activator a valid target name, you don't need to change it from !activator)


To solve the lack of damage, parent a trigger hurt to the boulder.
 
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