Stop Stickies

Discussion in 'Mapping Questions & Discussion' started by Sirckel Brad, Apr 12, 2017.

  1. Sirckel Brad

    Sirckel Brad L1: Registered

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    I made a map that has cars driving towards people. But here's one problem.
    When someone places a sticky on the ground the car just stops. Or sometimes it flips over and fall off the edge.. Is there anyway to prevent stickies? Help me!
     
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    func_no_grenades will make stickies disappear inside it
     
  3. Izotope

    aa Izotope Never releases maps

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    Actually it won't, they only disappear when detonated, so the explosion is nullified.
     
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  4. Sirckel Brad

    Sirckel Brad L1: Registered

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    I want the stickies to not block the cars.. Anyway to fix this?
     
  5. henke37

    aa henke37

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    Set the cars to not collide with the stickies. Or why not add a trigger_hurt to the car that removes stickies, buildings and players alike?
     
  6. Sirckel Brad

    Sirckel Brad L1: Registered

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    How do I do that?
     
  7. Werewolf

    aa Werewolf Probably not a real Werewolf

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    The cars are props right? Go to their object properties and change the 'Collisions' from "Use VPhysics" to "Not Solid"

    [​IMG]
     
  8. Sirckel Brad

    Sirckel Brad L1: Registered

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    It's already not solid.
     
  9. Sirckel Brad

    Sirckel Brad L1: Registered

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    How about I make the bridge destroy stickies? Is that even possible?
     
  10. Werewolf

    aa Werewolf Probably not a real Werewolf

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    How are you making your cars move? I presume you are parenting the prop_dynamic cars to something, either a func_door, a func_movelinear or a func_tanktrain. What we need to know is which.

    Could you take some screenshots of how you currently have it setup in hammer?
     
  11. Sirckel Brad

    Sirckel Brad L1: Registered

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  12. Werewolf

    aa Werewolf Probably not a real Werewolf

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    That doesn't really show us anything useful. What are those 2 brushes? I can see one trigger brush, and one invisible brush.
     
  13. Sirckel Brad

    Sirckel Brad L1: Registered

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    The invisible brush is the func_physbox
    and the trigger is triggerhurt.
     
  14. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Why are you using a func_physbox?
     
  15. Sirckel Brad

    Sirckel Brad L1: Registered

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    Well. I don't really know I ported this map from zombie master. I just add the triggerhurt.
    Let's focus on the bridge.
     
  16. Werewolf

    aa Werewolf Probably not a real Werewolf

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    OK, so what is supposed to happen? Explain your goals here. Are these car simply a hazard for players to avoid?

    Also is 'zombie master' a person? A map? A game mode?
     
  17. Sirckel Brad

    Sirckel Brad L1: Registered

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    A hl2 mod.
    Yes. The goal of this map is to dodge cars.
     
  18. Werewolf

    aa Werewolf Probably not a real Werewolf

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    OK, are they meant to be on fixed paths, or random somehow?
     
  19. Sirckel Brad

    Sirckel Brad L1: Registered

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    They move forward.
    and if they hit something their physics actually makes them move left and right.
     
  20. Werewolf

    aa Werewolf Probably not a real Werewolf

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    OK how the cars actually move is off topic from what you asked. Here's a suggestion with a could of options

    Make a 1hu thin, invisible func_door over your road area. You could make the road itself a func_door, but you'd need to put a world brush under it so that the world is still sealed. In either case, you don't need the door to open or close at all, it just has to be there. Stickies can't stick to doors so they will slide about until they touch something they can stick to.

    From here you have some options as to how you direct the stickies to move:
    • You could make the door slightly higher on one side so that the stickies roll 'downhill'
    • You could use a thin trigger_push brush over the road to move any stickies to one side. Just make sure you diable the 'Clients' flag so players aren't effected.
    • Parent a point_push on the front bumper of each car. Disable the 'Push Players' flag and enable the 'No Falloff' flag. Set the range to a little further ahead where the cat meets the road. This won't move any stickies that have stuck the floor, but will move any that have not stuck to anything yet.
    I was also going to suggest using trigger_remove brushes over your cars, but I could not get them to remove stickies at all, even with different filters attached. I don't know if someone else has made that work, but I haven't.