Delay Frankencube movement
Quote from iSpectra on February 26, 2013, 5:19 pmHi 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
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
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Quote from FelixGriffin on February 26, 2013, 5:25 pmThe 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.
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.
Quote from iSpectra on March 2, 2013, 7:22 pmHow can I put a "phys_contraint" on them?
How can I put a "phys_contraint" on them?
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Quote from FelixGriffin on March 2, 2013, 8:12 pmName the cube, place a phys_constraint, and set one of the object names to your cube.
Name the cube, place a phys_constraint, and set one of the object names to your cube.
Quote from iSpectra on March 3, 2013, 3:49 amI 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.
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.
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Quote from FelixGriffin on March 3, 2013, 10:31 amYou 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.
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.

Quote from josepezdj on March 4, 2013, 3:01 amSometimes a good workaround simplifying the event settings is the best mapper's tool
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?
Sometimes a good workaround simplifying the event settings is the best mapper's tool 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?
Quote from iSpectra on March 7, 2013, 12:05 pmCan'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.
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.
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Quote from protoborg on March 7, 2013, 1:19 pmiSpectra 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.
@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.
Quote from FelixGriffin on March 7, 2013, 6:09 pmprotoborg 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.
@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.