stationary prop combine ball...

stationary prop combine ball...

Re: stationary prop combine ball... Posted by muckymuck on Wed Jun 28th 2006 at 3:13am
muckymuck
3 posts
Posted 2006-06-28 3:13am
3 posts 0 snarkmarks Registered: Jun 28th 2006
Hello everyone

Ok, let me try to explain what Im looking to accomplish. Im trying to get it so when the player hits a certain spot they dissolve\disintegrate as if they were clobbered by a combine ball (this is for hl2dm, btw). The only way Ive been able to accomplish this is to actually have a prop_combine_ball. Without assigning a prop it shows up in game really tiny (but dissolves the player like it should), which would be fine with me since it will be inside of a beam anyways.

Now here is my problem. When the player points at the entity with the grav gun and pulls, it still brings about a combine ball that they can shoot around. I dont want this. What I want to happen is for the player to just dissolve\disintegrate when they hit that entity. I dont want them to be able to pull out a combine ball. Does this make sense? If someone can help me with a way of doing this I would be very grateful. I dont know what else to try, but Ill keep working on it in the meantime.

Thanksp;gt;
Re: stationary prop combine ball... Posted by Dark_Kilauea on Wed Jun 28th 2006 at 3:54am
Dark_Kilauea
629 posts
Posted 2006-06-28 3:54am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Use a Trigger_physics_trap instead

It is a brush based entity that act exactly the same as the combine ball.
Dark_Kilauea
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Re: stationary prop combine ball... Posted by muckymuck on Wed Jun 28th 2006 at 5:05am
muckymuck
3 posts
Posted 2006-06-28 5:05am
3 posts 0 snarkmarks Registered: Jun 28th 2006
Hey, hows it going? Thanks for the reply. A trigger_physics_trap is what I tried first, and it works on everything but the player model. I can throw a nade or whatever else through it and itll dissolve it. When I walk through it I just die with a ragdoll remaining. I just took it as something that wont work the way Id like in hl2dm. Thats when I tried just using a prop_combine_ball because when you walk through the entity, it goes to 3rd person and you evaporate like as if you get hit by a combine ball in hl2dm. If there is a way to get the phys_trap working successfully in hl2dm then that would be great. I dunno what else to try though. For flags I had "everything" checked with the dissolve type set to "Heavy Electrical", and everything else at default. More suggestions would be great.

Thanks a lot.
Re: stationary prop combine ball... Posted by wil5on on Wed Jun 28th 2006 at 8:37am
wil5on
1733 posts
Posted 2006-06-28 8:37am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Perhaps you can use a brush with a special texture? I dont know the specifics, but I suspect thered be a clip- type texture that stops physics objects going through it, but not players.

And by the way, the red text isnt really neccessary... white is easier to read :smile:
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Re: stationary prop combine ball... Posted by muckymuck on Thu Jun 29th 2006 at 12:38am
muckymuck
3 posts
Posted 2006-06-29 12:38am
3 posts 0 snarkmarks Registered: Jun 28th 2006
Thanks for the suggestion, but unfortunately I couldnt get it to work with any clip textures. Anyone else have any suggestions as to how I could make a prop_combine_ball stay put so it cant be moved or picked up? Or another way to dissolve a player?

Thanks a lot rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>