explosion/damage sensitive trigger?
Quote from MissStabby on June 25, 2011, 10:09 amThis might be a obvious question, but i dont know, I cant seem to find any examples in both the wiki or the singleplayer...
I made a glass pane that i can now shatter by pressing a button.
It looks nice but, it isn't very realistic...So how can you setup a trigger that fires whenever it has been hurt (by a certain damage type aswell)
but ignores props or players walking into it.
This might be a obvious question, but i dont know, I cant seem to find any examples in both the wiki or the singleplayer...
I made a glass pane that i can now shatter by pressing a button.
It looks nice but, it isn't very realistic...
So how can you setup a trigger that fires whenever it has been hurt (by a certain damage type aswell)
but ignores props or players walking into it.
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Quote from kwp21 pitts on June 25, 2011, 1:01 pmIf you are using a func_breakable you could use a "OnBreak" output to trigger an event. You may have to clarify why you need such a mechanism.
If you are using a func_breakable you could use a "OnBreak" output to trigger an event. You may have to clarify why you need such a mechanism.

VDC User PageQuote from Brainstone on June 25, 2011, 5:28 pmI suppose it has something to do with these futbol-bombs, you want them to break glass. You can't name them and you don't even know their class, so you can't set up a simple filter. I'd simply look in the campaign maps. Valve has some glass things broken by these bombs.
I suppose it has something to do with these futbol-bombs, you want them to break glass. You can't name them and you don't even know their class, so you can't set up a simple filter. I'd simply look in the campaign maps. Valve has some glass things broken by these bombs.
Quote from MissStabby on June 25, 2011, 7:05 pmBrainstoneX wrote:I suppose it has something to do with these futbol-bombs, you want them to break glass. You can't name them and you don't even know their class, so you can't set up a simple filter. I'd simply look in the campaign maps. Valve has some glass things broken by these bombs.You're right at that.
Though i do already know how to create a window, change it out for a fractured one, and then change it out for a window with the breaking animation.
The problem however is i want the glass to fracture when a bomb ends up too close to the windows.
its just cosmetic. currently i have set up a few triggers that react to "any" physics object getting close.i do know the bombs hurt, since exploding about 4 next to where you stand eventually kills you.
Also i've looked at the campain mode, though there they seem to just use models with loads of script attached.
You're right at that.
Though i do already know how to create a window, change it out for a fractured one, and then change it out for a window with the breaking animation.
The problem however is i want the glass to fracture when a bomb ends up too close to the windows.
its just cosmetic. currently i have set up a few triggers that react to "any" physics object getting close.
i do know the bombs hurt, since exploding about 4 next to where you stand eventually kills you.
Also i've looked at the campain mode, though there they seem to just use models with loads of script attached.
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Quote from KenJeKenny!? on June 25, 2011, 7:49 pmI'm geussing you set up a relay for respawning the bombs right?
What if you duplicate the relay and name the second one "..._glassbreak" or whatever and have that relay contain all the ouputs necesary to trigger the glass breaking and all other related effects.
Then create a trigger_multiple right infront of the window that disables the original "bomb respawn relay" & enables the new _glassbreak relay OnStartTouch and vice-versa with OnEndTouch.
I'm geussing you set up a relay for respawning the bombs right?
What if you duplicate the relay and name the second one "..._glassbreak" or whatever and have that relay contain all the ouputs necesary to trigger the glass breaking and all other related effects.
Then create a trigger_multiple right infront of the window that disables the original "bomb respawn relay" & enables the new _glassbreak relay OnStartTouch and vice-versa with OnEndTouch.
Quote from MissStabby on June 25, 2011, 9:55 pmnope... there's no relay (or any) mechanism for respawning
there's only a button that launches a ball.Else it would become to noisy and dangerous.
also i've put up a new version of the map, see what i am talking about, the glaspanes are in there too!
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nope... there's no relay (or any) mechanism for respawning
there's only a button that launches a ball.
Else it would become to noisy and dangerous.
also i've put up a new version of the map, see what i am talking about, the glaspanes are in there too!
[WIP] sp_AngryBombs
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from KenJeKenny!? on June 26, 2011, 2:28 amahhh angrybombs is your map!
... Played it couple days ago and was really curious as to how you had the framework destroyed so nicely in the top of the room. Was it a mode animation? Also, what water texture are you using? (can't seem to find it :S)
But, i still certain the solution i mentioned above will work.
Do you simply have the button send the outputs to the bomb spawner? if so, put the outputs in a relay... have the button trigger the relay... and then make another relay+trigger like mentioned above...
Try it (should only take 2-3 minutes to test) or you could send me your .vmf if your no hero with logic_relay's, triggering & stuff like that.
ahhh angrybombs is your map!
... Played it couple days ago and was really curious as to how you had the framework destroyed so nicely in the top of the room. Was it a mode animation? Also, what water texture are you using? (can't seem to find it :S)
But, i still certain the solution i mentioned above will work.
Do you simply have the button send the outputs to the bomb spawner? if so, put the outputs in a relay... have the button trigger the relay... and then make another relay+trigger like mentioned above...
Try it (should only take 2-3 minutes to test) or you could send me your .vmf if your no hero with logic_relay's, triggering & stuff like that.
Quote from MissStabby on June 26, 2011, 10:22 amhmmm interesting, though can i put a "on fizzled" or something like that on the futbol shooter?
Else players would be simply able to "enable" the trigger when they first press the button.Btw KenJeKenny, thanks for playing the map, i hope you liked it,
also have you played the new version of my map (26-06-11 v0.12) i added a bigger puzzle to the same chamber, that will only reveal itself after you complete the first challenge. Its a far more "logical" challenge. And the fun thing is the most "obvious" part of the challenge is quite easy, but getting to start that part is where the logic comes inFor the watertexure, i use "Laserovergoo" (just type goo and it will show).
be sure to add EVERYTHING that is visually nice as a reflection, as "render in fast reflection: yes"And for the exploding grate... (spoilers)
[spoiler]STEP 5: BOOBYTRAP THE STALEMATE BUTTON!!!!.... What? you still alive!?"[/spoiler]
There is where it is used in the singleplayercampain.
hmmm interesting, though can i put a "on fizzled" or something like that on the futbol shooter?
Else players would be simply able to "enable" the trigger when they first press the button.
Btw KenJeKenny, thanks for playing the map, i hope you liked it,
also have you played the new version of my map (26-06-11 v0.12) i added a bigger puzzle to the same chamber, that will only reveal itself after you complete the first challenge. Its a far more "logical" challenge. And the fun thing is the most "obvious" part of the challenge is quite easy, but getting to start that part is where the logic comes in ![]()
For the watertexure, i use "Laserovergoo" (just type goo and it will show).
be sure to add EVERYTHING that is visually nice as a reflection, as "render in fast reflection: yes"
And for the exploding grate... (spoilers)
There is where it is used in the singleplayercampain.
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart
Quote from KenJeKenny!? on June 26, 2011, 11:21 amMissStabby wrote:hmmm interesting, though can i put a "on fizzled" or something like that on the futbol shooter?
Else players would be simply able to "enable" the trigger when they first press the button.- No because thats where the trigger_multiple comes in... have your normal relay enabled by default and the _glassbreak disable by default. Have the trigger disable the normal relay and enable the _glassbreak OnStartTouch and vice-versa. (normal relay simply respawns bombs onbreak/onfizzled and _glassbreak relay breaks the glass onbreak/onfizzled (and possibly respawns the bombs as well if u want))
MissStabby wrote:Btw KenJeKenny, thanks for playing the map, i hope you liked it,
also have you played the new version of my map (26-06-11 v0.12) i added a bigger puzzle to the same chamber, that will only reveal itself after you complete the first challenge. Its a far more "logical" challenge. And the fun thing is the most "obvious" part of the challenge is quite easy, but getting to start that part is where the logic comes inHavn't yet...but will most certainly check it out one of these days... i really like your mapping style.
MissStabby wrote:And for the exploding grate... (spoilers)
[spoiler]STEP 5: BOOBYTRAP THE STALEMATE BUTTON!!!!.... What? you still alive!?"[/spoiler]
There is where it is used in the singleplayercampain.Yeh i can remember it being used in the SP campaign but i just wanted to know what name the model has... i don't wanna (and dont know how to) decompile the campaign maps.
Else players would be simply able to "enable" the trigger when they first press the button.
- No because thats where the trigger_multiple comes in... have your normal relay enabled by default and the _glassbreak disable by default. Have the trigger disable the normal relay and enable the _glassbreak OnStartTouch and vice-versa. (normal relay simply respawns bombs onbreak/onfizzled and _glassbreak relay breaks the glass onbreak/onfizzled (and possibly respawns the bombs as well if u want))
also have you played the new version of my map (26-06-11 v0.12) i added a bigger puzzle to the same chamber, that will only reveal itself after you complete the first challenge. Its a far more "logical" challenge. And the fun thing is the most "obvious" part of the challenge is quite easy, but getting to start that part is where the logic comes in
Havn't yet...but will most certainly check it out one of these days... i really like your mapping style.
There is where it is used in the singleplayercampain.
Yeh i can remember it being used in the SP campaign but i just wanted to know what name the model has... i don't wanna (and dont know how to) decompile the campaign maps.
Quote from MissStabby on June 26, 2011, 12:22 pmthe model i used is called "fin4_fencegrate_dyn.mdl" and i found it while searching for "grate"
just see if it has a sequence called "smash"Also i thought that decompiling was this overly complex, buggy longtime taking process..
Guess i was wrong, its easy as pie! (and decompiling takes even shorter than to compile a map)just use this program:
put BSP from the portalfolder in...
click decompile,
say where you want the vmf(i actually added a extra folder called "decompiled maps" to the sdk_content/maps folder.
However I can say that valve likes to cram their maps with clipbrushes and triggers, its kinda hard to navigate with all those meshes in your face.
the model i used is called "fin4_fencegrate_dyn.mdl" and i found it while searching for "grate"
just see if it has a sequence called "smash"
Also i thought that decompiling was this overly complex, buggy longtime taking process..
Guess i was wrong, its easy as pie! (and decompiling takes even shorter than to compile a map)
just use this program:
put BSP from the portalfolder in...
click decompile,
say where you want the vmf
(i actually added a extra folder called "decompiled maps" to the sdk_content/maps folder.
However I can say that valve likes to cram their maps with clipbrushes and triggers, its kinda hard to navigate with all those meshes in your face.
Spotlighted and over 9000 downloads!!! SP_Angrybombs
Here's my youtube & deviantart

