Bullet-Mashable Screen

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fedebenarg
70 Posts
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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TeamSpen210
608 Posts
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.
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Lpfreaky90
2,842 Posts
Posted Jul 25, 2013
Replied 1 hour later
I'm pretty sure the default instances for the screens already have this feature built in :smile:
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FelixGriffin
2,680 Posts
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 :smile:

I don't think so, I thought the default ones just had the ridiculously complicated set of triggers to detect fast-moving objects approaching.

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fedebenarg
70 Posts
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 :smile:

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

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fedebenarg
70 Posts
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?
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TeamSpen210
608 Posts
Posted Jul 25, 2013
Replied 1 hour later
The name you give the turret.
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fedebenarg
70 Posts
Posted Jul 25, 2013
Replied 1 hour later
Still nothing
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Lpfreaky90
2,842 Posts
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)
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fedebenarg
70 Posts
Posted Jul 25, 2013
Replied 21 minutes later
Still nothing. One question: How do I decompile a Valve map?
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FelixGriffin
2,680 Posts
Posted Jul 25, 2013
Replied 18 minutes later
There's a program somewhere out here called BSPSource.
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fedebenarg
70 Posts
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)