Pressurized Chamber Effect
Revenant
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?
IS there another way?
Comments
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
[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-->
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
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
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.