Destroy generator to deactivate shields

Destroy generator to deactivate shields

Re: Destroy generator to deactivate shields Posted by satchmo on Fri Aug 19th 2005 at 5:39pm
satchmo
2077 posts
Posted 2005-08-19 5:39pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
I am going to start working on the third revision on my "Justice" map this weekend, and I am figuring out how to set up the I/O for gameplay.

I want the player to destroy a generator to deactivate the combine shields in the premise. I want the generator model to be very hard to destroy (taking three direct rocket hits), and the generator to have smoke and explosion effect after it's destroyed.

After it's destruction, I want the all the combine shields to be deactivated. Any tips? I've been reading tutorials all over the web (i.e. at Interloper), but it would be nice if someone experienced to give me some pointers.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: Destroy generator to deactivate shields Posted by Crono on Fri Aug 19th 2005 at 5:58pm
Crono
6628 posts
Posted 2005-08-19 5:58pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Pretty easy to do a direct "trigger"

In the func_breakable output properties:

OnBreak - Sheilds - Off/Disable/Asleep ... whatever needs to be triggered to turn them off.

Other then that you can have the breakable trigger an env_smoke or some other thing like that. To make that easier, just have the sheilds all named the same thing.

However, that's not the only way of course.

You can use a phys_prop or whatever for the generator too and give it a break condition. But, breakables is just easier, since it follows more common sense.

As for damage ... just give it something really high (tens of thousands, I think) OR you can make a damage filter so only certain weapons can harm it!

You can also make it so it takes physics damage and many other things.

The only problem I've experienced is if you use a prop type and enable motion (which is what the props are for besides static) the gravity gun can pick up the object ... I don't know how to turn that off, but I'm sure you can. Of course you can just leave motion disabled ... but, if you want it on, I don't really remember. But then again, I haven't really looked for it.

Anyway, I hope that helps. Remember you have plenty of valuable output commands ... and of course, you should remember that there is really only output in Hammer, input becomes automatic when an entity gets targeted.
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