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Delay Frankencube movement

Hi there,

is there any way to delay or trigger Frankencubes before starting to move in the direction they're facing? Because I'd like the player to have these moving cubes around him (they drop into water) while he walks past them.

Regards,
iSpectra

???????????????????????????????????????????????Modding beginner. But ready to learn.
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The BecomeBox and BecomeMonster inputs are probably what you're looking for. If you want them to stay in their "out" animation you can put a phys_contraint on each, with "Start Inactive" and "Don't Connect Entities until Turned On" checked. That'll essentially weld them in place the first time you enable it, and Break will disable it.

Falsi sumus crusto!

How can I put a "phys_contraint" on them?

???????????????????????????????????????????????Modding beginner. But ready to learn.
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Name the cube, place a phys_constraint, and set one of the object names to your cube.

Falsi sumus crusto!

I tried to create the "BecomeBox" input on the cube as an instance, but I can't create a new input. Neither can I create a new one when editing it not as an instance. Maybe I could use the available flags, but I need to be able to trigger "BecomeMonster" later anyways.

???????????????????????????????????????????????Modding beginner. But ready to learn.
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You can't create inputs, you have to create outputs. I'd recommend just placing the box, not as an instance, so you don't need to mess with func_instance_io_proxies.

Go to the button or whatever that you want to freeze the box, and add an output. For a prop_button that would be OnPressed. For the Target field put in your box, and then select BecomeBox or whatever as the Target Input.

Falsi sumus crusto!

Sometimes a good workaround simplifying the event settings is the best mapper's tool :wink: Why not making an invisible func_physbox with a certain weight and place it in the frankenturret's way so it has to push it to move forward lowering its speed?

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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Can't I create a trigger area with an output that sets the monsterbox to monster, after I set it to "start as box"?

@josepezdj; I'm afraid that this method would take to much time and I can't know for sure, when the player will enter this specific area.

???????????????????????????????????????????????Modding beginner. But ready to learn.
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iSpectra wrote:
Can't I create a trigger area with an output that sets the monsterbox to monster, after I set it to "start as box"?

@josepezdj; I'm afraid that this method would take to much time and I can't know for sure, when the player will enter this specific area.

You could also just use an func_auto (I think) object. It will trigger the transformation as soon as the level loads. Just set it to have an output connected to the box that fires BecomeMonster onMapSpawn.

Wow! That was...uh, yeah. Just, yeah.
protoborg wrote:
iSpectra wrote:
Can't I create a trigger area with an output that sets the monsterbox to monster, after I set it to "start as box"?

@josepezdj; I'm afraid that this method would take to much time and I can't know for sure, when the player will enter this specific area.

You could also just use an func_auto (I think) object. It will trigger the transformation as soon as the level loads. Just set it to have an output connected to the box that fires BecomeMonster onMapSpawn.

Yes and yes (although it's a logic_auto entity). For the trigger set the target to "!activator" or "!caller" (no quotes). Hammer will mark it as invalid, ignore it. That fires the output on whatever hit the trigger.

Falsi sumus crusto!