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Crusher Issues

I'm having some issues with my Crusher. I can get the trigger_hurt and func_brush to come down, but the crusher doesn't come down. I got to where I am using the tutorial in the Valve Developer Community but the last few steps looked a bit "rushed" and "completely wrong." I appreciate any help on this.

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Are you using an animation or a brush entity to move the crusher? Because you might be setting the wrong animation.

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It's a prop_dynamic. I'm new at using that. Here are the "steps" to make a crusher.1. Create a prop_dynamic entity with the following settings:

Property Name Value
World Model models/anim_wp/cursher/crusher.mdl
Name crusher1
Collision Not Solid
Hold animation? Yes

2. Create a 128x64x192 block brush around the spikes on the model. Tie it to a func_brush entity with the following settings:

Property Name Value
Name crusher1_brush
Parent crusher1

3. Create a 200x112x192 block brush around the previous brush. Tie it to a trigger_hurt entity with the following settings:

Property Name Value
Name crusher1_trigger_hurt
Parent crusher1
Damage 1000
Damage Cap 1000
Damage Type CRUSH

4. Create a 200x96x192 block brush around the trigger_hurt brush. Tie it to a trigger_portal_cleanser entity with the following settings:

Property Name Value
Name crusher1_trigger_hurt
Parent crusher1
Visible No

and the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnDissolve (your dropper's trigger's name) Trigger 0.00 No

5. Create a logic_auto entity and set up the outputs as follows:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnMapSpawn crusher1_brush SetParentAttachmentMaintainOffset base_attach 0.05 No
Io11.png OnMapSpawn crusher1_trigger_hurt SetParentAttachmentMaintainOffset base_attach 0.05 No

6. Create a logic_relay with the following settings:

Property Name Value
Name crusher1_logic_relay_crush

with the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger crusher1 SetAnimation smash_in 0.00 No
Io11.png OnTrigger crusher1_trigger_hurt Enable 0.00 No
Io11.png OnTrigger crusher1_math_counter SetValue 0 0.00 No

7. Create a logic_relay with the following settings:

Property Name Value
Name crusher1_logic_relay_uncrush

with the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger crusher1 SetAnimation smash_out 0.00 No
Io11.png OnTrigger crusher1_trigger_hurt Disable 0.00 No
Io11.png OnTrigger crusher1_math_counter SetValue 1 0.00 No

8. Create a logic_compare with the following settings:

Property Name Value
Name crusher1_logic_compare
Initial Value 0
Compare Value 1

and the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnLessThan crusher1_logic_relay_crush CancelPending 0.00 No
Io11.png OnLessThan crusher1_logic_relay_crush Disable 0.00 No

9. Create a math_counter with the following settings:

Property Name Value
Name crusher1_math_counter
Maximum Legal Value 1

and the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OutValue crusher1_logic_compare SetValue 0.00 No

10. Create a func_instance_io_proxy entity with the following settings:[Why?]

Property Name Value
Name crusher1_proxy_crush

and the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnProxyRelay1 crusher1_logic_relay_crush Trigger 0.00 No
Io11.png OnProxyRelay2 crusher1_logic_relay_uncrush Trigger 0.00 No
Io11.png OnProxyRelay3 crusher1_logic_compare Compare 0.00 No

11. Create a logic_relay entity with the following settings:

Property Name Value
Name crusher1_proxy_crush

and the following outputs:

My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnProxyRelay1 crusher1_logic_relay_crush Trigger 0.00 No
Io11.png OnProxyRelay2 crusher1_logic_relay_uncrush Trigger 0.00 No
Io11.png OnProxyRelay3 crusher1_logic_compare Compare 0.00 No

12. Set up triggers to open or close the crusher by triggering the proxy relays on crusher1_proxy_crush. Use crusher1_logic_compare to get the state of the crusher.

Now I know I am new a using this stuff, but I know there is something wrong with 11 and 12. PorxyRelay isn't an option for a logic_relay for 11, and 12 isn't being specific enough.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

You could use the crusher instance I made. You find it here: Crusher Instances (many custom options). It allows you to use a lot of customization.
Even if you aren't using it, you could try to understand how I've done it.

A cool Crusher Instance. Thanks Skotty! I'll try my own Crusher once more, and if it doesn't work, then try your instance.

Edit: It turns out that it is a 7Z file and Hammer doesn't recognize it as an instance. I'm I missing something?

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

7z is an archive, like zip or rar. Download the 7z utility from their website and uncompress it.

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

I made my own crusher that works, however the player can walk literally through it. Can anyone tell me how to make this crusher solid? It's a prop_dynamic.

Edit: I'll try something with brushes if I get around to it. I'll let you guys know if it works.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
MasterLagger wrote:
I made my own crusher that works, however the player can walk literally through it. Can anyone tell me how to make this crusher solid? It's a prop_dynamic.

Player clip, tied to a brush entity, parented to the crusher.

?????????????????????????????TWP Releases | My Workshop

That's what I had in mind except I used nodraw instead of Player clip. BTW anything special about Player Clip?

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
MasterLagger wrote:
That's what I had in mind except I used nodraw instead of Player clip. BTW anything special about Player Clip?

It blocks the player. Now that I think of it, just normal clip or nodraw would be better as it collisions physic objects as well.

?????????????????????????????TWP Releases | My Workshop