Is point_push obsolete?

Is point_push obsolete?

Re: Is point_push obsolete? Posted by KuBaN on Sat Aug 11th 2007 at 4:06am
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Posted 2007-08-11 4:06am
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I am essentially trying to make a one-way hole that will keep players from dropping into it, but will allow a player from below (I have a trigger_push with a trigger_gravity to launch them up) to come up and push them aside (away from the hole so they don't fall right back down). Much like the gravity beam in Halo used in a couple multiplayer maps, as well as in the Covenant ships and watchtowers. I thought to use a point_push (discovered it at the VALVE Dev Community Page) at the top since trigger_push would require me to make four separate brushes (for each edge of the hole to deflect players from), but it doesn't seem to be in the entity list. I can type it in, in which case it turns off SmartEdit and gives me some generic entity with a radius, width, and speed, and a sprite texture that reads "obsolete"

Is this a function not implemented into CS:S, or just some deprecated entity that has been rendered obsolete altogether?
Re: Is point_push obsolete? Posted by Stadric on Sat Aug 11th 2007 at 8:27pm
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Posted 2007-08-11 8:27pm
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You could use a func_brush that toggles solidity.
If you add a trigger that completely envelopes the func_brush and stick out a little on the side the player can pass through, you can use the "onstarttouch" output to make the brush non-solid, and the "onendtouchall" output to make the brush solid again.

The player will get near the brush on the side he can pass through.
The brush will become non-solid.
The player will leave the brush.
The brush will become solid.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
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Re: Is point_push obsolete? Posted by KuBaN on Sun Aug 12th 2007 at 6:09pm
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Posted 2007-08-12 6:09pm
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How will that work if more than one player is coming in contact with the brush? I would think if one player loses contact with the brush and it becomes solid while another player is still within the brush, they would get trapped within, no?

And I take it since you did not mention the point_push entity, you do not know if it exists in CS:S or not?
Re: Is point_push obsolete? Posted by Stadric on Sun Aug 12th 2007 at 7:52pm
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Posted 2007-08-12 7:52pm
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There's no point_push entity in my CSS configuration.

I can't think of another way to do it. You can't use a logic_collision.

Anyone else have any ideas?
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Is point_push obsolete? Posted by fishy on Sun Aug 12th 2007 at 9:49pm
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Posted 2007-08-12 9:49pm
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what about putting some sort of hatch on top of the hole. put the opening trigger below it, so that only players being pushed up from below will open it. and maybe a sideways push above the hole that gets triggered at the same time, or slightly before the door opens, so that the player exiting the hole doesn't get blocked.
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Re: Is point_push obsolete? Posted by Stadric on Mon Aug 13th 2007 at 1:33am
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Posted 2007-08-13 1:33am
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How about in addition to my first post, you have a trigger_push that would push the player that's allowed to go through forward, and the players that aren't would be pushed away from the brush.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Is point_push obsolete? Posted by DrFrag on Mon Aug 13th 2007 at 11:27am
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Posted 2007-08-13 11:27am
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I have an idea, but it's a bit of a kludge and it might not work very well visually.

Have a thin transparent cover over the top of the hole, but solid so players can walk on it. On the underside of the cover place a thin trigger_teleport entity, with the teleport destination placed on top of the cover. So when the player flies up the inside of the hole, they hit the teleport trigger and find themselves on top of the hole.

There are two downsides to this. The first is the player will seem to "skip" at the top of the hole and their inertia will abruptly cease. The second is that if anyone is already standing on top of the hole when someone comes up, the players will be fused together by the teleport. This can probably be overcome by activating a trigger_push on the top of the hole if anyone is present inside the hole so they get shoved out of the way.

Another way could be to use Stadric's first suggestion, but instead of triggering with onstarttouch, use a logic counter to count the number of players within the field. I don't know though. You might be limited to a hole no wider than the player, so that players already standing on the cover don't suddenly fall in.

Edit: Sorry, I just realised I didn't address your question regarding the point_push. :rolleyes:
Re: Is point_push obsolete? Posted by Riven on Thu Aug 16th 2007 at 6:41am
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Posted 2007-08-16 6:41am
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Is it possible to give each player a server-side name for filters? Like depending on which spawn they would start in, they are labeled with a name that would trigger a filter telling the invisible brushes which parts are solid, and which aren't. This way, Todd can run over the invisibly sealed hole while not running into Steve's solid "invisible chute" for the trigger_push. Essentially, what would be solid for Steve is passable by Todd and vise-versa.

Each time that player name dies, the "OnDeath" output will reactivate that player spawn name.

[EDIT] Also: I was just thinking; is it possible to activate and deactivate player spawns? If So, we wouldn't want two Todds running around...I need to look this stuff up. :rolleyes:
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