Bullet-Mashable Screen
Quote from fedebenarg on July 25, 2013, 2:03 amHi! For my new Wheatley's map, I want to place a monitor that can be broke with a turret (Like in Wheatley's chambers 4 and 16). How can I do it?
Hi! For my new Wheatley's map, I want to place a monitor that can be broke with a turret (Like in Wheatley's chambers 4 and 16). How can I do it?

Quote from TeamSpen210 on July 25, 2013, 4:28 amUsually if I need to know how to do something like this I'll decompile a valve map to see how they do it, then remake it myself. To get turrets to destroy monitors, you'll need an npc_bullseye placed in front of the monitor. Use an ai_relationship to make the turrets "hate" the screen. Put a nodraw-textured func_breakable in front of the screen, which OnBreak triggers the monitor instance's break input and kills the npc_bullseye. Valve gave the breakable a strength of 10, and a Render Mode of Don't Render. They also disabled it from casting or receiving shadows.
Usually if I need to know how to do something like this I'll decompile a valve map to see how they do it, then remake it myself. To get turrets to destroy monitors, you'll need an npc_bullseye placed in front of the monitor. Use an ai_relationship to make the turrets "hate" the screen. Put a nodraw-textured func_breakable in front of the screen, which OnBreak triggers the monitor instance's break input and kills the npc_bullseye. Valve gave the breakable a strength of 10, and a Render Mode of Don't Render. They also disabled it from casting or receiving shadows.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Lpfreaky90 on July 25, 2013, 6:28 amI'm pretty sure the default instances for the screens already have this feature built in
I'm pretty sure the default instances for the screens already have this feature built in
Quote from FelixGriffin on July 25, 2013, 10:27 amLpfreaky90 wrote:I'm pretty sure the default instances for the screens already have this feature built inI don't think so, I thought the default ones just had the ridiculously complicated set of triggers to detect fast-moving objects approaching.

I don't think so, I thought the default ones just had the ridiculously complicated set of triggers to detect fast-moving objects approaching.
Quote from fedebenarg on July 25, 2013, 12:59 pmFelixGriffin wrote:Lpfreaky90 wrote:I'm pretty sure the default instances for the screens already have this feature built inI don't think so, I thought the default ones just had the ridiculously complicated set of triggers to detect fast-moving objects approaching.
You're right

I don't think so, I thought the default ones just had the ridiculously complicated set of triggers to detect fast-moving objects approaching.
You're right
Quote from fedebenarg on July 25, 2013, 2:38 pmIt doesn't works. Only a little question: What I have to write in "Subject(s)" in the ai_relationship?
It doesn't works. Only a little question: What I have to write in "Subject(s)" in the ai_relationship?

Quote from TeamSpen210 on July 25, 2013, 3:39 pmThe name you give the turret.
The name you give the turret.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from fedebenarg on July 25, 2013, 4:47 pmStill nothing
Still nothing
Quote from Lpfreaky90 on July 25, 2013, 6:11 pmThere are multiple things:
- there are triggers (I think it's treshold checking trigger_catapults with a flag for physics objects.That's the thing that makes sure that something hits very fast the screen gets destroyed.
- There's the ai relationship in combination with turrets that makes turrets shoot at it.
For this you need:
Subject: that's your turrets, so npc_portal_turret_floor.
Target: your target; so the name of your screen.
Relationship: hate. (it has to shoot at it)
There are multiple things:
- there are triggers (I think it's treshold checking trigger_catapults with a flag for physics objects.
That's the thing that makes sure that something hits very fast the screen gets destroyed.
- There's the ai relationship in combination with turrets that makes turrets shoot at it.
For this you need:
Subject: that's your turrets, so npc_portal_turret_floor.
Target: your target; so the name of your screen.
Relationship: hate. (it has to shoot at it)
Quote from fedebenarg on July 25, 2013, 6:32 pmStill nothing. One question: How do I decompile a Valve map?
Still nothing. One question: How do I decompile a Valve map?