Making yodeller fall off cliff.

Discussion in 'Mapping Questions & Discussion' started by Juice, May 15, 2008.

  1. Juice

    Juice L4: Comfortable Member

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    For my map, at the end, the yodeller falls off a cliff. What entity can I use to make this happen? :D
     
  2. Foreverkul

    Foreverkul L4: Comfortable Member

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    func_physbox the yodeller, then make a trigger_push in the direction of off the cliff and disable it. When the objective is met, enable the trigger_push. Make sure the trigger_push has a flag for physics objects :)
     
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  3. Juice

    Juice L4: Comfortable Member

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    Any specific flags, ect??
     
  4. TotalMark

    TotalMark L6: Sharp Member

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    Here are the flags for trigger_push:

    Flags

    1 : Applies to Clients
    2 : Applies to NPCs
    4 : Applies to Pushables
    8 : Applies to Physics Objects
    16 : Applies to Player Ally NPCs
    32 : Applies to Clients in Vehicles
    64 : Applies to Everything
    512 : Applies to Clients not in Vehicles
    1024 : Applies to Physics debris
    128 : Once Only
    256 : Affects Ladders (Half-Life 2)

    You want 8, and I think only 8.
     
  5. Juice

    Juice L4: Comfortable Member

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    What about for the func_physbox???
     
  6. TotalMark

    TotalMark L6: Sharp Member

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    Flags

    1 : Only Break on Trigger - This entity will only break when it receives an input.
    2 : "Break on Touch - This entity will break when collided with.
    4 : "Break on Pressure - This entity will break when pressure is applied to this entity.
    512 : Break immediately on Physics - This entity will break when it hits the ground, if it is attached to a physics entity.
    1024 : Don't take physics damage - This entity will not break when dropped with physics, no matter what.
    4096 : Start Asleep
    8192 : Ignore +USE for Pickup
    16384 : Debris - Don't collide with the player or other debris
    32768 : Motion Disabled
    65536 : Use Preferred Carry Angles
    131072 : Enable motion on Physcannon grab
    262144 : Not affected by rotor wash
    524288 : Generate output on +USE
    1048576 : Physgun can ALWAYS pick up. No matter what. [Episode One Update]
    2097152 : Physgun is NOT allowed to pick this up. [Episode One Update]
    4194304 : Physgun is NOT allowed to punt this object. [Episode One Update]


    I think only 1024 would be a good choice, prevents breakage.
     
  7. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Also, you're probably going to want to disable the cart model at that point, and have the falling model start in the same place.
     
  8. TotalMark

    TotalMark L6: Sharp Member

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    I think if this is for the map he was working on, there is no cart model, you escort the Yodeller.
     
  9. Foreverkul

    Foreverkul L4: Comfortable Member

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    OR you could be cool and put an env_explosion near him and blows him off the cliff instead of pushing. :)
     
  10. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    The Yodeller is the model used for the cart. And you're right, I could have stated that a lot better.
     
  11. Juice

    Juice L4: Comfortable Member

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    I parented the yodel model to phys and the phys to the train. Except the game immediately shuts off on map.
     
  12. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    I assume the cart has a required model field? I really think the best thing to do would have the phys be at the end, and just deactivate your yodel cart model and activate the phys one at the end of the round.
     
  13. Foreverkul

    Foreverkul L4: Comfortable Member

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    You can't parent phys objects :\
     
  14. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    But you can use a phys_constraint to keep them attached to another object. This is how it's done in goldrush, for example, as the bomb cart is a prop_physics_override. After capping C, the constraint is disabled so the bomb can free-fall into the pit and explode.