Crusher Issues
Property Name Value
World Model models/anim_wp/cursher/crusher.mdl
Name crusher1
Collision Not Solid
Hold animation? Yes
-
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 -
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 -
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
-
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 -
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
- 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
- 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
- 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
- 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
- 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
- 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.
Even if you aren't using it, you could try to understand how I've done it.
Edit: It turns out that it is a 7Z file and Hammer doesn't recognize it as an instance. I'm I missing something?
Edit: I'll try something with brushes if I get around to it. I'll let you guys know if it works.
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.
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.