How to force doors to close?
Quote from Ricotez on January 20, 2008, 9:41 amwhupper wrote:In this particular case, the cube is actually companion cube that the player is supposed to carry to the end. So I'm loathe to destroy it because then I have to come up with some way to create or obtain another one. Whereas I quite like the idea that you only get the one cube.A storage or companion cube can't be destroyed, the only thing that will happen is that force is put upon it. If you would use a crate or something that's actually destructable, then it would be destroyed. But since a storage/companion cube has no gibs, and isn't programmed to be destroyed, it can't. It's all in coding.
Maybe you should try to create trigger_teleports in the doors, make the doors their parents, and let them teleport any objects (not the player) they might hit.
A storage or companion cube can't be destroyed, the only thing that will happen is that force is put upon it. If you would use a crate or something that's actually destructable, then it would be destroyed. But since a storage/companion cube has no gibs, and isn't programmed to be destroyed, it can't. It's all in coding.
Maybe you should try to create trigger_teleports in the doors, make the doors their parents, and let them teleport any objects (not the player) they might hit.
"Duct Tape is the answer."
Quote from msleeper on January 21, 2008, 4:48 pmRicotez wrote::blah: But since a storage/companion cube has no gibs, and isn't programmed to be destroyed, it can't. It's all in coding.I think you can still Kill it with I/O, it will just disappear without any sort of sign or signal. You could always have an env_explosion parented to it, and have that trigger when it is destroyed, but that's just one idea.
I think you can still Kill it with I/O, it will just disappear without any sort of sign or signal. You could always have an env_explosion parented to it, and have that trigger when it is destroyed, but that's just one idea.
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Quote from Dewin on January 22, 2008, 3:06 pmmsleeper wrote:I think you can still Kill it with I/O, it will just disappear without any sort of sign or signal. You could always have an env_explosion parented to it, and have that trigger when it is destroyed, but that's just one idea.Or enable a trigger_portal_cleanser OnClose and disable it OnOpen, which will fizzle the box.
(I know you can disable the 'dissolve physics objects' of a portal cleanser. Can you JUST dissolve physics objects without clearing portals?)
Or enable a trigger_portal_cleanser OnClose and disable it OnOpen, which will fizzle the box.
(I know you can disable the 'dissolve physics objects' of a portal cleanser. Can you JUST dissolve physics objects without clearing portals?)
Quote from msleeper on January 22, 2008, 3:38 pmProbably, try unchecking the "Clients" flag since that is what players are classified as.
Probably, try unchecking the "Clients" flag since that is what players are classified as.
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Quote from whupper on January 22, 2008, 4:18 pmWow, lots of good ideas.
Since it's a companion cube, I'd rather not destroy it. That's just a preference, though. In another part of my map if they drop the cube in some poison water I display a message and restore them to an autosave point. So I could do the same thing if I need to.
My preference would be to have the cube fly back into the room they started in as if the pressure from the doors forced it. But I want it to come back into the first room. If it flies into the second room and the player is in room 1, then that's as bad as the cube being destroyed since they need the cube to open the door (which initiates a timer to close the door). So I'll look into those options as people suggested (such as Hunter's idea). I'm quite the newbie with Hammer, though, so it might take me a while.
Thanks for all your suggestions everyone.
Wow, lots of good ideas.
Since it's a companion cube, I'd rather not destroy it. That's just a preference, though. In another part of my map if they drop the cube in some poison water I display a message and restore them to an autosave point. So I could do the same thing if I need to.
My preference would be to have the cube fly back into the room they started in as if the pressure from the doors forced it. But I want it to come back into the first room. If it flies into the second room and the player is in room 1, then that's as bad as the cube being destroyed since they need the cube to open the door (which initiates a timer to close the door). So I'll look into those options as people suggested (such as Hunter's idea). I'm quite the newbie with Hammer, though, so it might take me a while.
Thanks for all your suggestions everyone.