Crushers Please Help
Quote from TripleG10 on May 13, 2011, 9:18 pmI am sort of a noob, and one of the last few things in my current Portal 2 map using the Beta of the Portal 2 authoring tools on Steam, is a crusher. I want it to be activated by a button that you push. (Not the step on buttons.) I have the animation I want, but how do I make it do the animation when I press the button? I have a crusher from world model, but I don't have the Parent No Draw box thing. Nor do I know how to do that. I also don't want it to crush repeatedly, so I don't need as many logic thingys.
I am sort of a noob, and one of the last few things in my current Portal 2 map using the Beta of the Portal 2 authoring tools on Steam, is a crusher. I want it to be activated by a button that you push. (Not the step on buttons.) I have the animation I want, but how do I make it do the animation when I press the button? I have a crusher from world model, but I don't have the Parent No Draw box thing. Nor do I know how to do that. I also don't want it to crush repeatedly, so I don't need as many logic thingys.
Quote from MrTwoVideoCards on May 14, 2011, 9:00 amYou need to SetAnimation from the button you have the player pressing as an output.
You need to SetAnimation from the button you have the player pressing as an output.
Quote from TripleG10 on May 14, 2011, 9:17 amOk, thanks! On a related note, do I need the Func hurt nodraw box parent thing atached to the crusher?
Ok, thanks! On a related note, do I need the Func hurt nodraw box parent thing atached to the crusher?
Quote from TripleG10 on May 14, 2011, 9:23 amI just did the set animation thing, and the crusher stil doesn't even appear in my map, let alone animate.
I just did the set animation thing, and the crusher stil doesn't even appear in my map, let alone animate.
Quote from p0rtalplayer on May 14, 2011, 11:42 ammake sure the crusher is a prop_dynamic, if it is a prop_static then it may not work right.
And yes, I think if you want it to kill you, you need a trigger_hurt parented to it. I haven't messed with crushers yet so I don't know for sure.
make sure the crusher is a prop_dynamic, if it is a prop_static then it may not work right.
And yes, I think if you want it to kill you, you need a trigger_hurt parented to it. I haven't messed with crushers yet so I don't know for sure.
Quote from TripleG10 on May 14, 2011, 11:47 amThanks, I'll try that. Oh and it is a prop_dynamic. By the way, this may help. When I try to run the map, it doesn't work. And it keeps animating when I'm on Hammer. How do I stop that so I can attach a parent?
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Running command: cd "c:program filessteamsteamappscommonportal 2bin"
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Running command: "c:program filessteamsteamappscommonportal 2binvbsp.exe"
-game "c:program filessteamsteamappscommonportal 2portal2" "C:Program Fi
lesSteamsteamappscommonportal 2sdk_contentmapsSP_Test_Chamber_1.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 3 2011)
1 threads
materialPath: c:program filessteamsteamappscommonportal 2portal2materialsLoading C:Program FilesSteamsteamappscommonportal 2sdk_contentmapsSP_Tes
t_Chamber_1.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-256.00 -331.06 376.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 54 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (11867 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 69 texinfos to 16
Reduced 7 texdatas to 6 (174 bytes to 146)
Writing C:Program FilesSteamsteamappscommonportal 2sdk_contentmapsSP_Tes
t_Chamber_1.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonportal 2bin"
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Running command: "c:program filessteamsteamappscommonportal 2binvvis.exe"
-game "c:program filessteamsteamappscommonportal 2portal2" "C:Program Fi
lesSteamsteamappscommonportal 2sdk_contentmapsSP_Test_Chamber_1"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
1 threads
reading c:program filessteamsteamappscommonportal 2sdk_contentmapsSP_Tes
t_Chamber_1.bsp
reading c:program filessteamsteamappscommonportal 2sdk_contentmapsSP_Tes
t_Chamber_1.prt
LoadPortals: couldn't read c:program filessteamsteamappscommonportal 2sdk_
contentmapsSP_Test_Chamber_1.prtFinished. Press a key to close.
Thanks, I'll try that. Oh and it is a prop_dynamic. By the way, this may help. When I try to run the map, it doesn't work. And it keeps animating when I'm on Hammer. How do I stop that so I can attach a parent?
-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonportal 2bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonportal 2binvbsp.exe"
-game "c:program filessteamsteamappscommonportal 2portal2" "C:Program Fi
lesSteamsteamappscommonportal 2sdk_contentmapsSP_Test_Chamber_1.vmf"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (May 3 2011)
1 threads
materialPath: c:program filessteamsteamappscommonportal 2portal2materials
Loading C:Program FilesSteamsteamappscommonportal 2sdk_contentmapsSP_Tes
t_Chamber_1.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-256.00 -331.06 376.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 54 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (11867 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 69 texinfos to 16
Reduced 7 texdatas to 6 (174 bytes to 146)
Writing C:Program FilesSteamsteamappscommonportal 2sdk_contentmapsSP_Tes
t_Chamber_1.bsp
0 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonportal 2bin"
-------------------------------------------------------------------------------
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Running command: "c:program filessteamsteamappscommonportal 2binvvis.exe"
-game "c:program filessteamsteamappscommonportal 2portal2" "C:Program Fi
lesSteamsteamappscommonportal 2sdk_contentmapsSP_Test_Chamber_1"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (May 3 2011)
1 threads
reading c:program filessteamsteamappscommonportal 2sdk_contentmapsSP_Tes
t_Chamber_1.bsp
reading c:program filessteamsteamappscommonportal 2sdk_contentmapsSP_Tes
t_Chamber_1.prt
LoadPortals: couldn't read c:program filessteamsteamappscommonportal 2sdk_
contentmapsSP_Test_Chamber_1.prt
Finished. Press a key to close.
Quote from TripleG10 on May 14, 2011, 12:02 pmForget all of that! It was bewcause the crusher was leaked. Now the animation and everything works. It even appears in my map. But I go through it. I do need the parent. By the way is't set to not solid, so the parent will work. I also fugured out how to stop the constant animation in hammer. So that leads to this last thing: how do I do the parent thing?
Forget all of that! It was bewcause the crusher was leaked. Now the animation and everything works. It even appears in my map. But I go through it. I do need the parent. By the way is't set to not solid, so the parent will work. I also fugured out how to stop the constant animation in hammer. So that leads to this last thing: how do I do the parent thing?
Quote from Supervillain on May 14, 2011, 12:31 pmYou are going to want to make a trigger brush and place it overlapping the spikes on the crusher. Ctrl+T to tie to an entity, then make it a trigger_hurt. In it's object properties window set the parent to your dynamic prop (the crusher).
You should also tie a nodraw brush to a func_brush and place it in the same area as the trigger_hurt. Also parent this one to the crusher dynamic prop.
The trigger_hurt is what is going to kill you. Make sure you give it enough damage, and set the damage type to "crushing".
The func_brush is what is going to provide the collision so that the crusher is "solid". Otherwise, the trigger_hurt will kill ya, but crusher prop will go through you and look kinda funky.
I highly recommend taking a look at mp_coop_fling_crushers (you will have to decompile this one). It's a great example of crusher mechanics (and on timers too!).
You are going to want to make a trigger brush and place it overlapping the spikes on the crusher. Ctrl+T to tie to an entity, then make it a trigger_hurt. In it's object properties window set the parent to your dynamic prop (the crusher).
You should also tie a nodraw brush to a func_brush and place it in the same area as the trigger_hurt. Also parent this one to the crusher dynamic prop.
The trigger_hurt is what is going to kill you. Make sure you give it enough damage, and set the damage type to "crushing".
The func_brush is what is going to provide the collision so that the crusher is "solid". Otherwise, the trigger_hurt will kill ya, but crusher prop will go through you and look kinda funky.
I highly recommend taking a look at mp_coop_fling_crushers (you will have to decompile this one). It's a great example of crusher mechanics (and on timers too!).
Quote from TripleG10 on May 14, 2011, 1:19 pmThanks so much! The trigger works, but it doesnlt travel with the crusher. Am I doing anything wrong, or is there a specific place I have to attach it to?
Thanks so much! The trigger works, but it doesnlt travel with the crusher. Am I doing anything wrong, or is there a specific place I have to attach it to?