Pressurized Chamber Effect

RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
<div class="IPBDescription">Popular on both UT + UT2003</div> Remember the old pressurized chamber effect (most popular on ut, some on ut2k3) well is it possible for half-life or do I just have to buttonize a multi trigger of the trigger_hurt by using the trigger_prescence method? Its entity heavy what I've suggested, and would take lots of compiles to get right, It might and might not work, thats why I want to know . . .

IS there another way?

Comments

  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Can you explain the effect? i have never played either UT.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    u walk in a room, the doors slam shut (after presing a button) everyone gets killed by pressure (squashed etc the lot), its a neat effect.
  • AxehandlerAxehandler Join Date: 2003-01-08 Member: 12038Members
    Yep Trigger_presence would work fine for this.

    should really only need 4 Entity's

    Trigger_presence
    Button
    Trigger_hurt
    and 1 Multi.

    plus a door <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    if button and Trigger_presence are both activaed then Trigger_hurt <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Axe
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    edited February 2003
    Yeah Axe, I thought it might. Although the mechanics of it don't work all too well, its the time delays etc. Also I might (If I go ahead with the idea of allowing kills in the map, ns_ - - - oh it almost slipped out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ), well I might not put the chamber in. It has no tactical advantage unless your a marine guarding the vental areas.

    [EDIT] Still, It adds a nice area. IF i cant get it to work entity wise, atleast it will be a fine nice piece of mapping <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AxehandlerAxehandler Join Date: 2003-01-08 Member: 12038Members
    it does work fine. I did something like this with a airlock.

    now THAT was entity heavy... since inner and outer doors could both be opened, and it sucked everything in the room out the door into space.
    not to mention it started killing them all off at the same time <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> never did finish it.. but it works <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Basicly I assume your having a problem with the door not being closed before the pressure/Trigger_hurt starts??

    Simple. Use a Trigger_relay.

    Name the Trigger_relay - doorclose
    Target it with the Multi. instead of targeting the Trigger_hurt.
    set the delay on the Trigger_relay to like 5 sec's and have it target the Trigger_Hurt.

    Now when someone is standing in the room. and the button is pressed the door will close. the Trigger_relay is started on it's timer waiting that 5 secs for the door to close. once door is closed the Trigger_hurt is targeted and started <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Make Sence? =)

    Axe
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Well I haven't attempted it yet, i'm sensible and get a forum opinion
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    I made a pressure chamber oh-so long ago in my first HLDM map, Grievance. If ya shot the big red buttons the people inside would die. It also contained the map's only tau.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    I'm going to check it out, thanks CCS
  • Green_MeatGreen_Meat Join Date: 2002-11-06 Member: 7331Members
    I also did a decon chamber that worked in a similar way in my op4ctf map Two Worlds.

    The basic operation of the chamber was: Button push -> asociated door opens/closes -> Decon sprites and sounds -> opposite door opens/closes.

    The real trick on that thing was that it had to allow traffic from both directions and players had to be able to get out if they stayed inside after the exit door shut. It ended up requiring a nice little system of masters to lock all of the buttons once one of them had been pushed. I have to admit I am quite proud of that little structure.

    I think I may still have the prefabbed unit in a small RMF (where I worked out the kinks) that will work in any MOD. If you want, I can post the RMF for it so you can see how I did it. You'd be welcome to use anything out of it you needed to. If you want it, just ask.


    GSH
  • FreonFreon Join Date: 2003-01-16 Member: 12381Members
    I actually had something similar in store for a map I'm working on.


    There will be a hallway/airlock room that can be triggered as a trap and forcefully throw the contents into space. It uses a few doors, multi_manager, push entities, and hurt of course. A few concessions have to be made for it to work, like the doors have to be unblockable, because if they don't close the whole thing doesn't look right.

    This will be near the hive that is closest to marine start. (think cargo on nothing) The trigger has no line of sight to the actual trap area, so it will take two players working together for it to really be effective. The trigger is pretty obvious so it won't take players long to figure out how to work it. And the person dropping the trigger does get a window to see into the space area (where the players are thrown out to), just not the trap area.

    It almost sounds cheese, but it really isn't. The hallway only takes a few seconds to traverse and isn't somewhere for players to stop and hide. Cheese should be limited.
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