Crusher Issues

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MasterLagger
1,695 Posts
Posted Jul 31, 2011
I'm having some issues with my Crusher. I can get the trigger_hurt and func_brush to come down, but the crusher doesn't come down. I got to where I am using the tutorial in the Valve Developer Community but the last few steps looked a bit "rushed" and "completely wrong." I appreciate any help on this.
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ChickenMobile
2,460 Posts
Posted Aug 01, 2011
Replied 1 hour later
Are you using an animation or a brush entity to move the crusher? Because you might be setting the wrong animation.
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MasterLagger
1,695 Posts
Posted Aug 01, 2011
Replied 9 hours later
It's a prop_dynamic. I'm new at using that. Here are the "steps" to make a crusher.1. Create a prop_dynamic entity with the following settings:

    Property Name   Value
    World Model     models/anim_wp/cursher/crusher.mdl
    Name    crusher1
    Collision   Not Solid
    Hold animation?     Yes
  1. Create a 128x64x192 block brush around the spikes on the model. Tie it to a func_brush entity with the following settings:

    Property Name   Value
    Name    crusher1_brush
    Parent  crusher1
    
  2. Create a 200x112x192 block brush around the previous brush. Tie it to a trigger_hurt entity with the following settings:

    Property Name   Value
    Name    crusher1_trigger_hurt
    Parent  crusher1
    Damage  1000
    Damage Cap  1000
    Damage Type     CRUSH
    
  3. Create a 200x96x192 block brush around the trigger_hurt brush. Tie it to a trigger_portal_cleanser entity with the following settings:

    Property Name   Value
    Name    crusher1_trigger_hurt
    Parent  crusher1
    Visible     No
    

and the following outputs:

        My Output   Target Entity   Target Input    Parameter   Delay   Only Once
    Io11.png    OnDissolve  (your dropper's trigger's name)     Trigger         0.00    No
  1. Create a logic_auto entity and set up the outputs as follows:

        My Output   Target Entity   Target Input    Parameter   Delay   Only Once
    Io11.png    OnMapSpawn  crusher1_brush  SetParentAttachmentMaintainOffset   base_attach     0.05    No
    Io11.png    OnMapSpawn  crusher1_trigger_hurt   SetParentAttachmentMaintainOffset   base_attach     0.05    No
    
  2. Create a logic_relay with the following settings:

    Property Name   Value
    Name    crusher1_logic_relay_crush
    

with the following outputs:

        My Output   Target Entity   Target Input    Parameter   Delay   Only Once
    Io11.png    OnTrigger   crusher1    SetAnimation    smash_in    0.00    No
    Io11.png    OnTrigger   crusher1_trigger_hurt   Enable      0.00    No
    Io11.png    OnTrigger   crusher1_math_counter   SetValue    0   0.00    No
  1. Create a logic_relay with the following settings:
    Property Name   Value
    Name    crusher1_logic_relay_uncrush
    

with the following outputs:

        My Output   Target Entity   Target Input    Parameter   Delay   Only Once
    Io11.png    OnTrigger   crusher1    SetAnimation    smash_out   0.00    No
    Io11.png    OnTrigger   crusher1_trigger_hurt   Disable         0.00    No
    Io11.png    OnTrigger   crusher1_math_counter   SetValue    1   0.00    No
  1. Create a logic_compare with the following settings:
    Property Name   Value
    Name    crusher1_logic_compare
    Initial Value   0
    Compare Value   1
    

and the following outputs:

        My Output   Target Entity   Target Input    Parameter   Delay   Only Once
    Io11.png    OnLessThan  crusher1_logic_relay_crush  CancelPending       0.00    No
    Io11.png    OnLessThan  crusher1_logic_relay_crush  Disable         0.00    No
  1. Create a math_counter with the following settings:
    Property Name   Value
    Name    crusher1_math_counter
    Maximum Legal Value 1
    

and the following outputs:

        My Output   Target Entity   Target Input    Parameter   Delay   Only Once
    Io11.png    OutValue    crusher1_logic_compare  SetValue        0.00    No
  1. Create a func_instance_io_proxy entity with the following settings:[Why?]
    Property Name   Value
    Name    crusher1_proxy_crush
    

and the following outputs:

        My Output   Target Entity   Target Input    Parameter   Delay   Only Once
    Io11.png    OnProxyRelay1   crusher1_logic_relay_crush  Trigger         0.00    No
    Io11.png    OnProxyRelay2   crusher1_logic_relay_uncrush    Trigger         0.00    No
    Io11.png    OnProxyRelay3   crusher1_logic_compare  Compare         0.00    No
  1. Create a logic_relay entity with the following settings:
    Property Name   Value
    Name    crusher1_proxy_crush
    

and the following outputs:

        My Output   Target Entity   Target Input    Parameter   Delay   Only Once
    Io11.png    OnProxyRelay1   crusher1_logic_relay_crush  Trigger         0.00    No
    Io11.png    OnProxyRelay2   crusher1_logic_relay_uncrush    Trigger         0.00    No
    Io11.png    OnProxyRelay3   crusher1_logic_compare  Compare         0.00    No
  1. Set up triggers to open or close the crusher by triggering the proxy relays on crusher1_proxy_crush. Use crusher1_logic_compare to get the state of the crusher.

Now I know I am new a using this stuff, but I know there is something wrong with 11 and 12. PorxyRelay isn't an option for a logic_relay for 11, and 12 isn't being specific enough.

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Skotty
671 Posts
Posted Aug 01, 2011
Replied 14 minutes later
You could use the crusher instance I made. You find it here: Crusher Instances (many custom options). It allows you to use a lot of customization.
Even if you aren't using it, you could try to understand how I've done it.
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MasterLagger
1,695 Posts
Posted Aug 01, 2011
Replied 5 minutes later
A cool Crusher Instance. Thanks Skotty! I'll try my own Crusher once more, and if it doesn't work, then try your instance.

Edit: It turns out that it is a 7Z file and Hammer doesn't recognize it as an instance. I'm I missing something?

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Hober
1,180 Posts
Posted Aug 01, 2011
Replied 1 hour later
7z is an archive, like zip or rar. Download the 7z utility from their website and uncompress it.
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MasterLagger
1,695 Posts
Posted Aug 01, 2011
Replied 5 hours later
I made my own crusher that works, however the player can walk literally through it. Can anyone tell me how to make this crusher solid? It's a prop_dynamic.

Edit: I'll try something with brushes if I get around to it. I'll let you guys know if it works.

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ChickenMobile
2,460 Posts
Posted Aug 01, 2011
Replied 2 hours later

MasterLagger wrote:
I made my own crusher that works, however the player can walk literally through it. Can anyone tell me how to make this crusher solid? It's a prop_dynamic.

Player clip, tied to a brush entity, parented to the crusher.

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MasterLagger
1,695 Posts
Posted Aug 01, 2011
Replied 1 hour later
That's what I had in mind except I used nodraw instead of Player clip. BTW anything special about Player Clip?
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ChickenMobile
2,460 Posts
Posted Aug 01, 2011
Replied 9 minutes later

MasterLagger wrote:
That's what I had in mind except I used nodraw instead of Player clip. BTW anything special about Player Clip?

It blocks the player. Now that I think of it, just normal clip or nodraw would be better as it collisions physic objects as well.