Bullet-Mashable Screen
Posted Jul 25, 2013
Hi! For my new Wheatley's map, I want to place a monitor that can be broke with a turret (Like in Wheatley's chambers 4 and 16). How can I do it?
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Posted Jul 25, 2013
Replied
2 hours
later
Usually if I need to know how to do something like this I'll decompile a valve map to see how they do it, then remake it myself. To get turrets to destroy monitors, you'll need an npc_bullseye placed in front of the monitor. Use an ai_relationship to make the turrets "hate" the screen. Put a nodraw-textured func_breakable in front of the screen, which OnBreak triggers the monitor instance's break input and kills the npc_bullseye. Valve gave the breakable a strength of 10, and a Render Mode of Don't Render. They also disabled it from casting or receiving shadows.
Posted Jul 25, 2013
Replied
1 hour
later
I'm pretty sure the default instances for the screens already have this feature built in
Posted Jul 25, 2013
Replied
3 hours
later
Lpfreaky90 wrote:
I'm pretty sure the default instances for the screens already have this feature built in
I don't think so, I thought the default ones just had the ridiculously complicated set of triggers to detect fast-moving objects approaching.
Posted Jul 25, 2013
Replied
2 hours
later
FelixGriffin wrote:
Lpfreaky90 wrote:I'm pretty sure the default instances for the screens already have this feature built in
I don't think so, I thought the default ones just had the ridiculously complicated set of triggers to detect fast-moving objects approaching.
You're right
Posted Jul 25, 2013
Replied
1 hour
later
It doesn't works. Only a little question: What I have to write in "Subject(s)" in the ai_relationship?
Posted Jul 25, 2013
Replied
1 hour
later
The name you give the turret.
Posted Jul 25, 2013
Replied
1 hour
later
Still nothing
Posted Jul 25, 2013
Replied
1 hour
later
There are multiple things:
- there are triggers (I think it's treshold checking trigger_catapults with a flag for physics objects.
That's the thing that makes sure that something hits very fast the screen gets destroyed.
- There's the ai relationship in combination with turrets that makes turrets shoot at it.
For this you need:
Subject: that's your turrets, so npc_portal_turret_floor.
Target: your target; so the name of your screen.
Relationship: hate. (it has to shoot at it)
Posted Jul 25, 2013
Replied
21 minutes
later
Still nothing. One question: How do I decompile a Valve map?
Posted Jul 25, 2013
Replied
18 minutes
later
There's a program somewhere out here called BSPSource.
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Posted Jul 25, 2013
Replied
14 minutes
later
Now it works. What happened is that the screen was to high for the turret to see it. Fixed.
Thanks to all. (And thanks to @FelixGriffin for the data about that program)
Thanks to all. (And thanks to @FelixGriffin for the data about that program)