Doing a "fatal" brush/floor?

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tuxcayc
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Joined: Wed Oct 03, 2007 4:04 am

Doing a "fatal" brush/floor?

Post by tuxcayc »

Hi everyone:

My map is almost ready, but there is one thing.
The map is in the middle of a cube, but you can jump and fall to the inferior brush of the cube... and you are still alive!

Can I make that brush "fatal"? So if you fall and touch it you die?

Thanks.
txucayc
PKM
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Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

sure, a little broad scale but it should work....
make a huge brush
right click go to trigger
click trigger multiple
with trigger/brush still highlighted pull up entity window (n)
key: targetname
value: bighurt

key: setthread
value: bighurt

wait: 0
in your map's .scr ( under level wait til spawn)
bighurt:
$bighurt volumedamage 100 //hurts the player
end
*adapted from script by blue60007
i'm not f****** angry, i'm from philadelphia .
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bdbodger
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Post by bdbodger »

or
bighurt:
parm.other hurt 100
end
with settread you don't need a targetname you can use self to refer to the trigger that called the thread or in this example just hurt the player who triggered the trigger . If you use a literal targetname as in
$bighurt volumedamage 100 //hurts the player
then that thread can only be used once for $bighurt but if you used self or my example then any triggers with setthread set to bighurt will hurt the player .
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wacko
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Location: Germany

Post by wacko »

You could even do

Code: Select all

bighurt:
parm.other damage self 100 self (0 0 0) (0 0 0) (0 0 0) 0 1 7 -1
end
and you'd get a correct "death message", i.e. "Tuxcayc cratered"
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tltrude
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ladder

Post by tltrude »

Why not just put a ladder in the cube?
Tom Trude,

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