Falling Floor question from noob

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

bighoss
Major
Posts: 276
Joined: Fri Jan 09, 2004 3:34 pm
Location: USA, Ohio

Falling Floor question from noob

Post by bighoss »

I have a question for the expierenced mappers out there. I was wondering if it was possible to make a floor fall out from underneath the player? If so what do I need to do and also what should be put in the script?
Image
Strive to accomplish great things!!
User avatar
williewisp
First Lieutenant
Posts: 208
Joined: Fri May 16, 2003 1:10 pm
Location: ireland

Post by williewisp »

tis possible.
make the hole in the floor, then make another brush make it a script object
wit
targetname floor

then

use a trigger multiple
wit values

targetname / fall (don't need to put it in but usefull if you want to disable it until the player has done a specific task.

having this in the script
$fall nottriggeable //disabled
$fall triggerable //enabled

also this (in the entity box

setthread floorfall

now in the script
any where after the spawn
floorfall:
wait 2 //wait 2 sec's till the next part is done(don't need it really
$floor remove // the floor is removed and the player falls (ha ha
end


that's the basic's idea
but i'm sure some else has a better idea. cus there is a few other ways to do it.
it's not a time for thinking its a time for drinking!
omniscient
Major General
Posts: 694
Joined: Tue Sep 16, 2003 12:02 am

Post by omniscient »

do u mean a falling floor, or a dissapearing floor? what he gave u is a dissapering floor, a falling foor u will need waypoints and stuff, i dunno how to do it, but im sure someone does.
Shortricci
Sergeant Major
Posts: 100
Joined: Tue Jun 03, 2003 6:51 pm
Location: Bolton, England, UK
Contact:

Post by Shortricci »

Could you use the elavator trick, using func_rotatingdoor, and give it a targetname, like say trapdoor and then use a trigger with the target > trapdoor, but on the trapdoor tick the TARGETED spawn flag?

But you'll have to tweak the door settings cos i dont know them :roll:

Ohh, and a good tip, use the 'Search' function, it will save you alot of time waiting around for answers, and i can guarantee this has been asked before

- Ricci :twisted:
- [V2]Shortricci :: www.v2.org.uk -
ImageImage
omniscient
Major General
Posts: 694
Joined: Tue Sep 16, 2003 12:02 am

Post by omniscient »

in addition to what shortricci said, make the angle open below the player, so it never tries to open the wrong way.
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

How about an exploding floor ? Use the global/exploder.scr and make the floor blow up .
omniscient
Major General
Posts: 694
Joined: Tue Sep 16, 2003 12:02 am

Post by omniscient »

its funny how the author hasnt commented yet. exactly which falling fllor do u want?
Image
bighoss
Major
Posts: 276
Joined: Fri Jan 09, 2004 3:34 pm
Location: USA, Ohio

Post by bighoss »

Sorry bout takin so long to gettin back on what floor I want, was busy with stuff. Anyway I want the floor to break apart and fall down to the next floor, like it would if the wood was all rotted and stuff.
Image
Strive to accomplish great things!!
omniscient
Major General
Posts: 694
Joined: Tue Sep 16, 2003 12:02 am

Post by omniscient »

ahh, well that is a little tricky. do what bd said and use the exploder.scr, that'll give u what u need.
Image
bighoss
Major
Posts: 276
Joined: Fri Jan 09, 2004 3:34 pm
Location: USA, Ohio

Post by bighoss »

Would I be able to use the exploder, and use hide and have chunks of floor appear using a trigger?
Image
Strive to accomplish great things!!
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

The only thing is that the global/exploder.scr uses a explosion sound I think but if that is ok then it maybe the easiest way to do it .
bighoss
Major
Posts: 276
Joined: Fri Jan 09, 2004 3:34 pm
Location: USA, Ohio

Post by bighoss »

Hmm I see. Well I'll continue searching and hoping that someone can answer my question fully. Thanks to all that have reply, and please continue sending ideas my way.
Image
Strive to accomplish great things!!
bighoss
Major
Posts: 276
Joined: Fri Jan 09, 2004 3:34 pm
Location: USA, Ohio

Post by bighoss »

Hello again, I recently tried the script with the disappearing floor, and I cant seem to get it to work right. Can someone help?
Image
Strive to accomplish great things!!
omniscient
Major General
Posts: 694
Joined: Tue Sep 16, 2003 12:02 am

Post by omniscient »

post ur script and we'll see whats wrong with it.
Image
nuggets
General
Posts: 1006
Joined: Fri Feb 28, 2003 2:57 am
Location: U-england-K (england in the UK) :P
Contact:

Post by nuggets »

in short, create a seperate script object /objects all with the same name
key: targetname
value: falling_floor
and a trigger_multiple over it
key: targetname
value: floor_trigger
key: setthread
value: floor_drop

then in the script
floor_drop:
$floor_trigger nottriggerable
$falling_floor time 2
$falling_floor moveDown 196
$falling_floor waitmove
end


if you want it to "break" you can spawn some crate debris to fly off

if you want it so be a setup trap, do as above and with the falling_floor crate an origin brush from where it will rotate

then in the script ahve
floor_drop:
$floor_trigger nottriggerable
$falling_floor time .5
$falling_floor rotateYdown 90 //may need to change Y to X and down to up
$falling_floor waitmove
end
hope this helps, prob not cos it's all foreign 2 me :-/
Post Reply