Getting stuck on prop_dynamics that are enabled/disabled throgh inputs

Discussion in 'Mapping Questions & Discussion' started by luxatile, Jan 27, 2009.

  1. luxatile

    aa luxatile deer

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    Here's the problem: I get stuck on certain prop_dynamics in my map. When I touch them, I get kind of "drawn to" them and it's hard to get out of their "grip". It's possible, but I have to kind of press my way out at an odd angle.

    Those are fences and doors that are enabled after caps in a multi-stage CP map.

    For example, I have a fence called "cap1_fence" that is set to enable after the second point of round 1 has been won by BLU. The way I do this, is to initially have it and its collisions start disabled, then I send it these inputs from the trigger_capture_area of the second point:

    OnCapTeam2 - Enable - 15 sec delay - Not once
    OnCapTeam2 - EnableCollision - 15 sec delay - Not once

    I do this the same way as Dustbowl (I also enable a func_brush textured with playerclip, but this seems to be unrelated to the probem). What could be wrong?
     
  2. luxatile

    aa luxatile deer

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    Well, that's not really the problem. The problem is that you will get stuck in the prop - not just doors - by touching it, after it has been enabled. It enables just as the next round starts, which means it has no chance of enabling inside anyone.
     
  3. Icarus

    aa Icarus

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    Is the enablecollision really necessary?
     
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  4. luxatile

    aa luxatile deer

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    Well, if I leave the collision on initially (before enabling the prop), it will be solid even when it's disabled, so I pretty much have to have it start without collisions and then enable them later.
     
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  5. Acegikmo

    aa Acegikmo

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    Try having an invisible func_brush covering the prop that disables/enables at the same time
     
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  6. Zeewier

    Zeewier L9: Fashionable Member

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    Check decompiled hydro? (I think they used that on a few rounds)
     
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  7. Apom

    Apom L6: Sharp Member

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    The way I udnerstand it, you have player-clip brushes along with the prop. Can't you just enable the func_brush for collisions and the prop for visuals only (i.e. leave it non-solid) ?

    Edit: this may be what Acegikmo proposed.
     
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  8. luxatile

    aa luxatile deer

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    Having the func_brush playerclip do the job is a good idea, but then people will fly through the fence when they die. It's a small thing, but I'd like to know how to do this perfectly. :/

    Zeewier: Well, I checked a decompiled Dustbowl, which also uses this, and it's where I got the whole system from (not that Dustbowl is a reliable source of information *cough*gate triggers*cough*).
     
  9. Icarus

    aa Icarus

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    There's little you can do about flying through things. Take a look at valve maps, you fly through doors, payloads and end pits upon death.
     
  10. Apom

    Apom L6: Sharp Member

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    If ragdoll collision is your problem, then use a different clipping material than "player clip" for your func_brush (ragdolls, not being players, are logically not affected by these).
     
  11. GrimGriz

    GrimGriz L10: Glamorous Member

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    can you parent them to a func_door and leave them below ground (with collisions on) until they are enabled? then when setup time starts, or the previous round ends, or whenever you trigger them now have the door (and it's children) move into position?

    Just a wild thought, I'm a noob and haven't done such things
     
  12. Nineaxis

    aa Nineaxis Quack Doctor

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    There's always the option of emailing VALVe.