How Do I Make My Map Hurt Buildings?

Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
<div class="IPBDescription">need to know asap.</div> I've almost got my map ready for alpha testing. All that's left is fixing this problem and no one's responded yet in the other thread.
In my previous issue with the two weldables two doors, when the doors were shut they'd also turn on trigger hurts intended to kill any marines and buildings left in the room (I don't want an IP or something in there spawning instantly dying marines while the game drags on forever).
The trigger hurts hurt the marines all right, but none of the buildings take any damage. How do I make them take damage, ala the bottomless pits in nothing and bast?
I'm running this with sv_cheats on since the game won't start if I don't run it with it on.

The sooner I find out how to kill buildings the sooner I can playtest the map.

Comments

  • Little_HunterLittle_Hunter Join Date: 2003-01-26 Member: 12793Members, Constellation
    In short, you cant. As far as I know, buildings are not affected by trigger hurts. ei: bottemless pit in bast, and the water in the powersilo of nothing doesn't hurt buildings. In short, you can't kill buildings with map triggers. Look on the bright side though, ns can't take that many entities anyway, and if you could, your entity count would be way to high.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    In short: Your talking ****. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> The bottomless pits killed alot of ocs I once dropped there as a gorge. And as far as I know the question was already discussed in a thread four days ago. If I remember right use a trigger_push in your pit to keep the game engine 'processing' the building. I have never tested this though.
    This would be two entities for a pit that kills buildings. If this still doesn't work try func_water with content set to lava, hehe... and maybe a render amount of zero.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    or somehow trigger explosions in the room with 9999 damage...
  • DocterJDocterJ Join Date: 2003-04-09 Member: 15357Members
    that would be very coo'
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    well if you dont want someone to build on a certain place just use the func_nobuild entity

    <!--QuoteBegin--1.1 Mapping Guidelines+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (1.1 Mapping Guidelines)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->func_nobuild (brush entity)
    Purpose: prevents marine commander from building

    Fields: Smart Edit Name Field Name Description
    Name targetname For killtargeting?

    Notes: Unlike the TFC entity of the same name, this entity clips players -- this is by design.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • KuronekoKuroneko Join Date: 2002-11-05 Member: 7184Members, Constellation
    explosions with no sound, sprite, decal, or sparks.
  • buggerbbbuggerbb Join Date: 2003-03-04 Member: 14296Members
    edited May 2003
    Maps can hurt players as well as buildings, look at ns_wheel... the wheel and the elevators hurt/kill players and buildings.

    Edit: Make a elevator that starts above the room you want to kill, then when your trigger is triggered it comes down... killing everything. You can even make it see-through. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    -Danish Monkey
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    If I make the elevator that way, it'll hurt the tallest thing first, so a stack of CCs being welded can survive.
    The trigger_push though is exactly what I wanted. Its beautiful. You can seal off a siege base in a room, or spawns or whaever, and they'll die in a matter of minutes.
    Just gonna repeat it again, this map is gonna pwn <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • buggerbbbuggerbb Join Date: 2003-03-04 Member: 14296Members
    Well CCs do not stop elevators, so they would have to build something else to stop it, and if you set the damage high enough, nothing can stop it.

    But the push idea does sound a little cleaner for your situation.

    -Danish Monkey
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    <!--QuoteBegin--Little Hunter+May 27 2003, 05:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Little Hunter @ May 27 2003, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As far as I know, buildings are not affected by trigger hurts. ei: bottemless pit in bast, and the water in the powersilo of nothing doesn't hurt buildings. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    huh, old info in my files says:
    <b>You can kill a marine resource tower with a trigger_hurt that does 10,000 damage, and an alien resource tower with only 7,000 </b>.

    is this no longer correct?

    Bast pits and powersilo settings were rather lower than these - heck a human can survive several seconds in the powersilo water!
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I just thought about this issue once again and decided to find out what is going on...
    First I created a testmap with all kinds of trigger_hurts and a trigger_push - nothing. Then I added a button to switch the push on/off - still nothing, the buildings weren't destroyed. Then I remembered ns_nothing, as I wrote abive I have had my expeirences with those pits in it. So I loaded it in QuArK to see how the pits were constructed. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Exactly like my testmap, simply a trigger_hurt with damage set to 1000. A trigger_push was not needed because everything falling down there would already be moving. So whats the problem?!?
    Ok... so I started ns_nothing from the command line with cheats on and tried the pit out. Surprisingly none of my buildings were hurt! Huh? Maybe I must start a lan game and add some bots?
    /me starts lan game and adds a bot
    Still nothing happens.
    Then I got an idea: The only difference between my PC and the internet servers was the version of NS. I had 1.0 while the servers were running 1.04. So I downloaded the 6.3 MB of an update, installed it and browsed through the readme file... hmm no hint about changes regarding trigger_hurts. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
    Anyway I started a game of ns_nothing and tried it again - result: It works!!!! Damn, that is all! You just need the server patch for this to work! (Works with or without cheats, from command-line or in a lan game)
    Ideally you should set damage to about 100,000 just to go sure nothing can get through your trigger_hurt.

    Now lets start fragging some buildings and have the entities behave as they are meant to: Download NS 1.04: <a href='http://www.gamershell.com/download_1125.shtml' target='_blank'>NS Patch 1.04</a>
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