Block players but not enemies

Block players but not enemies

Re: Block players but not enemies Posted by fizscy46 on Fri Aug 13th 2004 at 5:15am
fizscy46
334 posts
Posted 2004-08-13 5:15am
fizscy46
member
334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
I want to make a blocker to allow a G-man 'monster' go into an elevator, but prevent the player from trying to sneak in with him if he manages to get their in time. I though clip brushes only blocked players, but apparently monsters too.

Any ideas/knowledge?
Re: Block players but not enemies Posted by half-dude on Fri Aug 13th 2004 at 5:26am
half-dude
580 posts
Posted 2004-08-13 5:26am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
ok this is what I'd do, listening? good.

Idea :1) make a big room or long hall what ever is like your level and put the open ele door at the end, then put a trigger once right on the other side of the door so when the G-man walks through the door the door closes quickly before the player can pass too. (note: you can use this practice room to easily tweak it ontell you get the distance right so the the player cant get through in time. :smile:

Idea 2:) If you didnt want to have a door and jusy have a invisable force field that make a brush as big as the hall/path and put the invis texture on all the faces ( i assume you know the propertys to make things invisible) and make it a func_door, and since its invisable you can set the move speed to something like 200. Its pritty much the same thing you just have an invisable door instead.

hope this helps.
Re: Block players but not enemies Posted by fizscy46 on Fri Aug 13th 2004 at 5:34am
fizscy46
334 posts
Posted 2004-08-13 5:34am
fizscy46
member
334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
I've already got it set to do that, but if the player sticks behind the g-man, ithe door just closes and opens and you can squeeze back in.

Rather pointless to set it to kill the player too

I wonder if the gman is less that 33 units wide
Re: Block players but not enemies Posted by half-dude on Fri Aug 13th 2004 at 6:03am
half-dude
580 posts
Posted 2004-08-13 6:03am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
then you make the g-man close to the door to begin with and the player far away. even though the g-man is slower then the player, if you put the g-man close enough and the player far away enough it wont be posible for him to get there in time.

I dont know how your map is layed out but you could put it in a hall that has a (L) shape and have the payer come from the bottom and see the g-man just as hes about to enter the elevater heck you have the player player 20 feet away and just pop around the corner to see the g- man just enter the elevater ant the doors close behin him. beleave me if you want to have the g-man be all misterius like that then its not how long the player sees the man its just getting a fast glimps of him that realy strange and makes the player wonder.

If you are still unsure of how i mean about timing it right and still thing it can be done look at the beginning of the mod Redemption downloaded here
http://www.planethalflife.com/espacemod/us_index.html
it has a scientist do the same thing your talking about.
Re: Block players but not enemies Posted by fizscy46 on Fri Aug 13th 2004 at 6:15am
fizscy46
334 posts
Posted 2004-08-13 6:15am
fizscy46
member
334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
Yeah... I guess I'll have to experiment cause there's a few scripted sequences where he directs the troops to attack the player when you come down the escalator, and walks off into the elevator. There's no hallways, its a big multifloor lobby
Re: Block players but not enemies Posted by half-dude on Fri Aug 13th 2004 at 6:27am
half-dude
580 posts
Posted 2004-08-13 6:27am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
yea a distraction is a good idea, and as inserence you could have them attack in a row so the player cant pass them.
Re: Block players but not enemies Posted by fizscy46 on Fri Aug 13th 2004 at 6:31am
fizscy46
334 posts
Posted 2004-08-13 6:31am
fizscy46
member
334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
Put a ceiling turret by the elevator... Nobody will get past that just to say "Ha ha! I got into the elevator, I found a flaw in your level!!!11shift+one"
Re: Block players but not enemies Posted by Leperous on Fri Aug 13th 2004 at 12:58pm
Leperous
3382 posts
Posted 2004-08-13 12:58pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
It might be a better idea to change the 'circumstances' of your map, so that you can't make it to the elevator before him (more realistic that way..?!)
Re: Block players but not enemies Posted by fizscy46 on Fri Aug 13th 2004 at 5:05pm
fizscy46
334 posts
Posted 2004-08-13 5:05pm
fizscy46
member
334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
Yeah. Its bad on me that I went and made the rooms architecture before its scripts.

I'm going with the miniturret, cause it seems to rip the player to shreads if he tries that (Its activated as soon as the gman tells the grunts to attack and walks off.