Re: Is point_push obsolete?
Posted by KuBaN on
Sat Aug 11th 2007 at 4:06am
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May 12th 2007
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 KuBaN on
Sun Aug 12th 2007 at 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 fishy on
Sun Aug 12th 2007 at 9:49pm
fishy
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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 DrFrag on
Mon Aug 13th 2007 at 11:27am
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: