[HELP] Making Sawblades

Discussion in 'Mapping Questions & Discussion' started by soylent robot, May 26, 2009.

  1. soylent robot

    soylent robot L7: Fancy Member

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    Quite simply, how do I make the sawblades from the new Sawmill map in Hammer? I need them for fiendish deathtraps
     
  2. The Political Gamer

    aa The Political Gamer

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    Easyist way is to get the decompiled sawmill in the decompiled valve maps thread. Then just select the saw, cut, copy, paste, and after a bit of entity reworking it should work fine. ( sorry I could not give you any links I am on my iPhone)
     
  3. An Icy Mouse

    aa An Icy Mouse

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    Don't copy/paste them from arena_sawmill, thats low and wont help you learn.

    They're a func_movelinear brush (I think it uses the clip texture, might be playerclip) that has the sawblade model (prop_dynamic) parented to it. theres a trigger around the edge(also parented so it moves with the blade) that when a player enters the trigger they are killed I'll just go look up the exact kill output so you can get the nice saw sign. then the first time a player is killed by it it changes the sawblade's skin (setskin input with parameter override of 1) and fires the three info_particle_systems that make the blood effect
     
  4. Mick-a-nator

    aa Mick-a-nator

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    I just did that (decompile) All it is is a model ("sawblade_moving", how appropriate) with an "toolsinvisible" brush entity "trigger_hurt". for some reason damage type is "NERVEGAS" :confused: I would of thought they could've come up with something new, or is that just my decompile? I dunno but it seems to work. if you need to decompile for more detail, (eg, I didn't mention the blood effects and sound) use GFC scope to extract it from the gfc file in you steamapps folder and VMEX to decompile. Enjoy!
     
  5. An Icy Mouse

    aa An Icy Mouse

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    No its not just your decompile, valve have been picking obscure hurt parameters for TF2 to use since there aren't that many on the normal list that they use so instead of making new ones they're just reprogramming their existing ones.

    The particle effect name is "env_sawblood"

    The trigger_hurt uses the "only once" setting for the skin change. Sends a "start" input to the three info_particle_systems and then a "stop" to them about .1 seconds later (enough time for the squirt to have squirted)
     
  6. YM

    aa YM LVL100 YM

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    heh with a little more structure and some screenshots this thread could be a tutorial :p
     
  7. Mick-a-nator

    aa Mick-a-nator

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    I might just do that...
    *idea steal*
     
  8. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

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    Imo, you should add a func_door nodraw thats about 1unit bigger on all sides without any open ability (just to make a move-able entity) and parent it to the movelinear thing. That way the stickies won't get stuck.
     
  9. Mick-a-nator

    aa Mick-a-nator

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