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?

