Weapon Stripper Zero Grav Chamber thing

Weapon Stripper Zero Grav Chamber thing

Re: Weapon Stripper Zero Grav Chamber thing Posted by Carcase on Mon May 2nd 2005 at 7:19pm
Carcase
145 posts
Posted 2005-05-02 7:19pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
Remember in the citadel when you get to the weapon stripper, and all your guns fly out of you and float in the air and your grav gun gets charged?

So far I Have the weapons fly out of you at mach 3 and the grav gun gets charged (which made me jump for joy), but then all the guns and stuff just lie there on the ground about 20 feet away from you.

How do I make it so the grav gun is the only thing thats left (all the other guns dissolve) and is suspended in the air?

and once i have that, how can i make it so the grav gun is moved through the air to a certain point? (or is that even possible?)

Thanks
Re: Weapon Stripper Zero Grav Chamber thing Posted by omegaslayer on Mon May 2nd 2005 at 9:00pm
omegaslayer
2481 posts
Posted 2005-05-02 9:00pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
The brush enity called physics_trap (brush entity) will achieve this. My guess the way
valve did that scene was they put you in the trap, then striped your
weapons, at the same time they spawned the weapons using point_template
(around you), it spawned a prop_physics_overide (maybe you could just
use the prop_physics), and gave it a spin with a env_physexplosion. The
they have a beam target each weapon individually and killed it, except
they didnt kill the grav gun, they just left it the way it was then,
disabled the physics trap, and called it a day :biggrin:
Re: Weapon Stripper Zero Grav Chamber thing Posted by Carcase on Mon May 2nd 2005 at 9:19pm
Carcase
145 posts
Posted 2005-05-02 9:19pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
(omega slayer sorry but i typed this as you replied, but i find this way much easier so far thanks anyway)

ok sorry guys but i've answered my own question. Its very very long on how to do it, and I dont know how to post pictures, but i'll do my best. Below is the process of how i built the whole thing, and at the bottom are more problems i have been faced with.

I have a weapon stripper brush where I want the player to stand when the weapons fly out. I have "kill weapons" set to "no" and the "clients" and "npc's" flags checked.

down at the ground where the weapons fall i have a trigger_weapon_dissolve brush with the "everything" flag checked. I have an Info_target as the emitter (where the laser shoots out and plays the electric sound when teh grav gun gets zapped) and i have a filter_activator_class named appropriately

the filter_activator_class has a filter mode of "allow blah blah blah" and a filter classname of "weapon_physcannon"

next I have a trigger_physics_trap that has the "physics objects" flag checked and another filter_activator_class named appropriately.

the filter for the physics trap has "npc_combine_s" as its filter class and filter mode set to "disallow yada yada yada" (i wanted to make it so the physics trap doesn't dissolve npc's dead bodies so i could pick em up with grav gun but it isn't working)

now to make the grav gun itself float, i used trigger_vphysics_motion brushes to direct the grav gun into the air, and over your head, then proceed to fall on you. they both have the same properties except for "linear movement" which tells the brush where to push the objects within. max velicity in field is set to 10. max angular velocity in field set to 250. Linear force set to 500, and the linear direction set up for the bottom brush, and the second brush which lies on top and goes over your head set to -20 degrees upward, and in the direction it moves.

I have the filter set to a new filter_activator_class with weapon_physcannon as the filter class and filter mode set to "allow"

VIOLA!

Problems that I personally do not like or know how to fix:
-the beam that zaps the physcannon dissappears when its done but the sound keeps playing
-objects besides the physcannon do not float, but they evaporate so i dont really care
-dead bodies and combine balls and anything else besides physcannon (and you) evaporate in the field

I'm sorry but i dont know if these problems should all go on different threads or not as they all pertain to the original problem.

any ideas how to fix these new problems?

Thanks for reading this far