Re: Block players but not enemies
Posted by fizscy46 on
Fri Aug 13th 2004 at 5:15am
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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
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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
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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 fizscy46 on
Fri Aug 13th 2004 at 6:15am
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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
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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
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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
Posted
2004-08-13 12:58pm
Leperous
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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
334 posts
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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.