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Falling Floor question from noob
Posted: Fri Jan 09, 2004 3:40 pm
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?
Posted: Fri Jan 09, 2004 4:15 pm
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.
Posted: Fri Jan 09, 2004 9:35 pm
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.
Posted: Fri Jan 09, 2004 9:52 pm
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
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

Posted: Sat Jan 10, 2004 4:07 am
by omniscient
in addition to what shortricci said, make the angle open below the player, so it never tries to open the wrong way.
Posted: Sat Jan 10, 2004 5:32 am
by bdbodger
How about an exploding floor ? Use the global/exploder.scr and make the floor blow up .
Posted: Sat Jan 10, 2004 6:28 am
by omniscient
its funny how the author hasnt commented yet. exactly which falling fllor do u want?
Posted: Sat Jan 10, 2004 6:32 am
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.
Posted: Sat Jan 10, 2004 6:35 am
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.
Posted: Sat Jan 10, 2004 6:36 am
by bighoss
Would I be able to use the exploder, and use hide and have chunks of floor appear using a trigger?
Posted: Sat Jan 10, 2004 6:55 am
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 .
Posted: Sat Jan 10, 2004 7:25 am
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.
Posted: Sat Jan 10, 2004 6:26 pm
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?
Posted: Sat Jan 10, 2004 8:18 pm
by omniscient
post ur script and we'll see whats wrong with it.
Posted: Sat Jan 10, 2004 9:05 pm
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