Falling Floor question from noob
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Falling Floor question from noob
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?
- williewisp
- First Lieutenant
- Posts: 208
- Joined: Fri May 16, 2003 1:10 pm
- Location: ireland
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.
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
-
Shortricci
- Sergeant Major
- Posts: 100
- Joined: Tue Jun 03, 2003 6:51 pm
- Location: Bolton, England, UK
- Contact:
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
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
But you'll have to tweak the door settings cos i dont know them
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
-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
-
omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
-
nuggets
- General
- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
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
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 :-/



