A few seemingly unrelated questions

Jun 19, 2009
812
814
Hello,

I have a few questions that might seem unrelated, but it is for a secret surprise that I don't want to reveal yet (oooh).

First Question:
Is it possible to have some sort of brush that would allow players to walk through, but not func_physboxes?

Second Question: Is it at all possible to allow zero friction between a player and a door? For example, I want a player to stand on a horizontally faced door (like a platform), but at random times, I want the platform to disappear (the door opens really fast). It does give the effect of a disappearing platform, but the only problem is that a player will travel extremely fast with the door until it hits a wall or something which makes the player fall. I do want the player to fall (the point of a disappearing platform), but I don't want the player to slide with it.

Third Question
: with regards to func_movelinear, I was trying to use it properly, but I couldn't get it to work. I looked it up on the TF2 Wiki, and it said it had bugs with parenting it. So I removed the children it had, but I still couldn't get it to work. Could someone tell me where I could get a tutorial on func_movelinears?

That is all... for now,
Frogger

EDIT: I found a good answer to number 3. Still need help with 1 and 2 though.
 
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Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
1: I think you can make a func_brush non-solid. Somebody correct me if I'm wrong.
2: Hmmm, You could make the door open, and have some brush entity enable/disable after the door is open or closed. I'm not too sure though.
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161

First Question:
Is it possible to have some sort of brush that would allow players to walk through, but not func_physboxes?
Func_illusionary Does does this.

Second Question: Is it at all possible to allow zero friction between a player and a door? For example, I want a player to stand on a horizontally faced door (like a platform), but at random times, I want the platform to disappear (the door opens really fast). It does give the effect of a disappearing platform, but the only problem is that a player will travel extremely fast with the door until it hits a wall or something which makes the player fall. I do want the player to fall (the point of a disappearing platform), but I don't want the player to slide with it.
EDIT2:
I'm not going to explain this in words, it'll just be easier if I show you, I've uploaded a test map here; http://dl.gamingmasters.co.uk/TFMAPS/pittest_tf.zip


Third Question
: with regards to func_movelinear, I was trying to use it properly, but I couldn't get it to work. I looked it up on the TF2 Wiki, and it said it had bugs with parenting it. So I removed the children it had, but I still couldn't get it to work. Could someone tell me where I could get a tutorial on func_movelinears?

Balloon Race has a number of func_movelinears, here's a screen shot of the entity set up, I don't know of any good tutorials, so this'll have to do.

wZatBHU4.png

wgq8iwgG.png

As you can see, every time the entity reaches the open it fires the close input on itself, and viceversa.
 
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Jun 19, 2009
812
814
Ok, I have two more questions now.

First Question: I have a point_template which I am using to spawn boulders. The only problem is I want the boulders either to be destroyed when they hit a certain trigger brush, or get teleported back to the top of the hill so they can be looped. Is there a way to set up a trigger_multiple so that I can do this?

Second question: When the boulder is rolling down the hill in game, it goes right through me without dealing any damage. How can I fix this?

Thanks.
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
Ok, I have two more questions now.

First Question: I have a point_template which I am using to spawn boulders. The only problem is I want the boulders either to be destroyed when they hit a certain trigger brush, or get teleported back to the top of the hill so they can be looped. Is there a way to set up a trigger_multiple so that I can do this?

Second question: When the boulder is rolling down the hill in game, it goes right through me without dealing any damage. How can I fix this?

Thanks.

Give the items your spawning a name and then make a trigger_teleport with a Name Filter that teleports back to the top of the hill.

Or, Give them a name, make a trigger_multiple and give it a Name Filter and set the trigger multiple to "Kill" "!activator"

(!activator a valid target name, you don't need to change it from !activator)


To solve the lack of damage, parent a trigger hurt to the boulder.