How To Block A Res Node?

Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
I have two nodes here in this map I'm working on. I want one node to be randomly blocked so that there's only one functional node that changes positions.
The way I have it set up is so that both nodes are recessed into the floor, and there's a door covering them (but not so that they're inside of the door). trigger_randomly chooses one door to open revealing the node.
Now, this is my problem, the commander can still drop both nodes. If I make the door so that it completely encases the node, the node falls through the floor (rrrGH). If I have it so that the door is next to it, and closes ONTO the node, it STILL falls through the floor.
Any ideas on how to block a resource node from being built?

Comments

  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Instead have the trigger random killtarget one of the nodes AND move the door. If what you're trying to do is have it change with each mapload, that should work for you. I don't really see what else you could do with it.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Is there a way to bring the node back from the dead, and how do a killtarget it?
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    W00t, ah hah, I figured out how to do it, I added a func_water under the other door with the same name. this one encloses the node in water which the game then refuses to drop a node in. And a gorge can't get to the node either. Perfect!
    *rubs hands together evilly*
    this map will utterly pwn.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Nice idea, can't wait to see it in action.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    AFAIK if you kill the entity on one level it will come back on the next load. Maybe someone with a little more knowledge on the subject can help out there. The advantage would be that you don't have to place any water for it, and it uses existing entities allready. Basically it's a way to save some brushes and keep under the limits for that much longer. If need be you might just want to look into this later, if you need to optimize that room.
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    you could also use func_wall_toggle. I think this might block the commander also.
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