Crushers Please Help
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.
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 files\steam\steamapps\common\portal 2\bin"
Running command: "c:\program files\steam\steamapps\common\portal 2\bin\vbsp.exe"
-game "c:\program files\steam\steamapps\common\portal 2\portal2" "C:\Program Fi
les\Steam\steamapps\common\portal 2\sdk_content\maps\SP_Test_Chamber_1.vmf"
Valve Software - vbsp.exe (May 3 2011)
1 threads
materialPath: c:\program files\steam\steamapps\common\portal 2\portal2\materials
Loading C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\SP_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 Files\Steam\steamapps\common\portal 2\sdk_content\maps\SP_Tes
t_Chamber_1.bsp
0 seconds elapsed
Running command: cd "c:\program files\steam\steamapps\common\portal 2\bin"
Running command: "c:\program files\steam\steamapps\common\portal 2\bin\vvis.exe"
-game "c:\program files\steam\steamapps\common\portal 2\portal2" "C:\Program Fi
les\Steam\steamapps\common\portal 2\sdk_content\maps\SP_Test_Chamber_1"
Valve Software - vvis.exe (May 3 2011)
1 threads
reading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\SP_Tes
t_Chamber_1.bsp
reading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\SP_Tes
t_Chamber_1.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\common\portal 2\sdk_
content\maps\SP_Test_Chamber_1.prt
Finished. Press a key to close.
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!).
TripleG10 wrote:
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?
According to the VDC tutorial, you should just have to parent it to the prop_dynamic.
There is also an instance of the crusher in the gameplay folder.
TripleG10 wrote:
I tried the VDC tutorial, but it got really complicated. And I only need it to crush once by the push of a button. I don't need it to crush repeatedly.
I wasn't directing you to the tutorial I was just saying it says you just need to parent the hurt to the prop_dynamic. And like I said you may want to look into the instance Valve provides.