Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator

Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator

Re: Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator Posted by Moike_the_Squid on Tue Aug 16th 2005 at 12:00am
Moike_the_Squid
39 posts
Posted 2005-08-16 12:00am
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

So first off I've got this set up...

User posted image

What you're looking at is a four button console behind one-way glass. In a mildly difficult to access 'trapdoor control room'. Each button on the console corresponds to a trapdoor out in the maze. When you press a button on the console it opens the trapdoors dropping the 'trapee' down a shaft. All buttons are set on a 5 second reset delay before the button can be used again. Red light locked/Green light unlocked of course. Works perfectly in playtesting. Doors work fast, and are set on a 2 second reset delay.

Right now I have random teleporters at the bottom of three of the shafts that pick out of 5 possible teleport destinations. 2 of those destinations equal unescapeable death.

The problem is that there is no real motivation to stay up in the trapdoor control room aside from the amusement factor of trapping opponents. And the 2 in 5 chance of killing them.

What I'd like to do is rig three trapdoors so that they kill the trapee if they are trapped. That's easy... The tough part is that I would like to set it up so that the trapdoor console operator gets credit for the button-mashing trap kill. This would make it worth the effort to get to and defend the trapdoor control room.

I'm trying to wrap my head around the logic required for this, and I'm coming up snake eyes... So far my searches on about five different mapping forums hasn't turned up anything on the subject.

Any ideas?

Thanks,

-Mike-
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com
Re: Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator Posted by zombie_computer on Tue Aug 16th 2005 at 8:06am
zombie_computer
28 posts
Posted 2005-08-16 8:06am
28 posts 3 snarkmarks Registered: Feb 15th 2005 Location: Netherlands
not possible without a custom mod/coding
Re: Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator Posted by Cyax on Wed Aug 17th 2005 at 6:06am
Cyax
82 posts
Posted 2005-08-17 6:06am
Cyax
member
82 posts 347 snarkmarks Registered: Dec 2nd 2003 Location: New York
There is a way, but it would be awarded for activating the button; not actually killing the player... I don't know how to comeby your request... If you use the entitys right there might be a way...
Re: Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator Posted by Crono on Wed Aug 17th 2005 at 7:32am
Crono
6628 posts
Posted 2005-08-17 7:32am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
There is a way, but it would be awarded for activating the button; not actually killing the player... I don't know how to comeby your request... If you use the entitys right there might be a way...
Simple solution: just assign which buttons lead to a death trap the points. If you want randomness switch it up between the buttons, but no matter what, the player will be killed and a point will be scored.

Just don't set a button that scores a point to trigger a trap that doesn't guarantee a kill. But, you can always do a "onUser1 score player 1" or something as such.

The only problem with that is: press the button anytime to gain a kill! Easily remedied though. Place passable triggers set to something like "ontouch awake button trap 1" or whatever. This will make it so the buttons cannot even be pushed if someone isn't in the trigger area.

Get creative and you can pull it off.

[EDIT]

Or something, even easier: if the player falls once through the trap door, just put a trigger in the air so when it is touched by a player it adds a kill to who ever touched it (which can be set by having the button activate the trigger ... but the trigger wouldn't actually tally the score until a player fell through. And you can put this on a time delay so it resets and blah blah blah.

There's many many ways to do it.
Blame it on Microsoft, God does.
Re: Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator Posted by Moike_the_Squid on Thu Aug 18th 2005 at 3:08am
Moike_the_Squid
39 posts
Posted 2005-08-18 3:08am
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
That's a good start...

You wouldn't happen to know where I could get a list of what variables you
can set for the various trigger_multiple entities would you? I'm sure it's going
to be something I have to set in the parameter override, but I have no idea
what text goes in there to award the button masher a frag.

edit: ah, it's game score... Here's a useful link:

http://www.hl2world.com/wiki/index.php/Category:Entities

In the meantime, I'll continue searching, and poke at things in hammer with
a stick

edit: I get this working correctly, I'll write a tutorial on how it's done.

Thanks,
-Mike-
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com
Re: Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator Posted by Crono on Thu Aug 18th 2005 at 3:18am
Crono
6628 posts
Posted 2005-08-18 3:18am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Well, it's all in the outputs tab, which is dependant on the entity. I'm not really sure why so many people are having problems with it.

In hammer, while you're looking at an entities properties, just click the help button, it'll tell you everything you want to know about an entity. It's very nice and EASIER then hl1's setup of using several managers which can become cumbersome and confusing.

If you get it working, I'd suggest perfecting it and just leaving it in your map. A tutorial isn't really needed, but, you could, rather, make a tutorial on how to score kills through entities that aren't directly supported in HL2DM ... it'd be pretty thin though.

I wouldn't suggest making it more complicated, because what you're doing is just one example of how it can be used.

Anyway, I hope it works out. It definitely sounds feasible.
Blame it on Microsoft, God does.
Re: Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator Posted by DrGlass on Thu Aug 18th 2005 at 4:37am
DrGlass
1825 posts
Posted 2005-08-18 4:37am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Just a thought, but you could have a trigger that the trappee touches
that will award any player who is standing infront of the buttons
(trigger_proximity).

on a side note, does anyone know of a list of ! commands like !player !activator etc.

These seem to be very powerful and could be used to do alot in the hl2:dm engin.
Re: Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator Posted by Moike_the_Squid on Thu Aug 18th 2005 at 4:39am
Moike_the_Squid
39 posts
Posted 2005-08-18 4:39am
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
It's not the outputs tab or the entity dependencies I'm having issues with. And yeah, the 'help' button under the properties tab is useful. I use it all the time. But it's pretty vague at times. Knowing exactly what would be plugged into those, or at least some sort of master list with examples would be nice, especally with the more grey-area logic and controller type entities...

An example:

"AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>::<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care."

Usually what runs through my head is...

...What type output name is valid?

...What's an inputname, why is it required?

...What kind of parameters can go into , and what can I make it do?

You don't have to answer any of that, that's just an idea of why sometimes the help is well... less than helpful. If anybody has a link to examples of how you can tweak the various entity output configurations to do various things, that'd probably shut me up and get me out of your hair for a couple months. =D

Thanks for the assistance so far...
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com
Re: Logic required for trapdoor capture/kills in DM awarded to the trapdoor operator Posted by Moike_the_Squid on Thu Aug 18th 2005 at 6:25am
Moike_the_Squid
39 posts
Posted 2005-08-18 6:25am
39 posts 34 snarkmarks Registered: Mar 19th 2005 Occupation: Convergent Technologist Location: CA, USA
My second crack at it worked... It functions perfectly, and is fairly simple.

I'll do a write-up tomorrow, but a quick summary is that it's a trigger that triggers a trigger... That was the magic combo.

Thanks,

-Mike-
-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
MoikeNET ~ www.moike.net - Bad Cat Racing ~ www.badcatracing.com