Filter doors.

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Farragar
73 Posts
Posted Feb 16, 2008
Hi all, I've been stalking your halls for a while, but now I'm requesting help.
I'm fairly new to source mapping, but I've done enough now to have some average grips on inputs, outputs, triggers, various entities and the like.
In my map I'm trying to create a new puzzle type, and after playing about to no avail I'm trying to check this sort of thing is actually possible.
Basically, I'm trying to create a door of two modes which will toggle;

The first will let cubes and physics objects through, but not players whereas the second will let players, but not cubes though. The idea is to toggle between these two modes to create new puzzle rooms.

I've so far been experimenting with two different func_brush entities which are enabled/disabled by a trigger, filtered by disallowing or allowing companion cubes, but with no luck. Is a 'door of these sorts possible, and am I going about it the wrong way? Or will I have to rethink my test chambers? Thanks in advance, =)

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Beer-Me
137 Posts
Posted Feb 16, 2008
Replied 32 minutes later
I suggest using the CP4P (I think its called) basically the prefab back on this website. You can then add in the common dependiences, then I think you might need to change the "filter_name", basically theres an entity called filter_activator_name, this then has the name of the prop_physics (i.e. cube) you can then use this to ignore input from boxes.
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msleeper
4,095 Posts
Member
Posted Feb 16, 2008
Replied 44 minutes later
For the "physics objects but not players" you shouldn't need a filter, just use a func_brush and play with the flags.

For your second one, do you want players AND any other physics object EXCEPT cubes? Or just the player and no physics objects at all (the exact opposite of the first)? If you want the opposite of the first, then again, play with the flags and that should be all you need to do, no filter needed.

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Farragar
73 Posts
Posted Feb 16, 2008
Replied 2 minutes later
Thanks a lot, the toggle button from that prefab pack is helping a lot =) think I've got my head around it now, fingers crossed it works -.-

Edit: Thanks msleeper, and I was trying to get the exact opposite of the first, and since that can be done with flags you just made my life a lot easier =)

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Farragar
73 Posts
Posted Feb 16, 2008
Replied 50 minutes later
Well the only flag on a func_brush is an 'ignore player+use', but the first half going now with a trigger_push. The only problem is that it seems a physics object lifted by a player won't be repelled; the box isn't pushed back until you drop it. =(
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msleeper
4,095 Posts
Member
Posted Feb 16, 2008
Replied 1 hour later
Try using a func_illusionary (if that still exists, not sure if it's been removed).