The illusion of lava rising

Discussion in 'Mapping Questions & Discussion' started by MoonFox, Nov 18, 2015.

  1. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    First off: if there is anything, I have not found it.

    I want to change the hazard of one of my map projects, and because its "hell" themed, rising lava seems fun, I already have a "low" ground area where the earth is scorched, and I was wondering how I can take a large flat brush with a trigger hurt. What I am wondering is a timer going to cycle lava rising, holding, the receding.
     
  2. Ynders

    aa Ynders absolutely gormful

    Messages:
    403
    Positive Ratings:
    519
    Use a func_door with its open direction set to up (make sure that the trigger_hurt is tall enough to cover it when it's raised) with the following outputs:

    OnFullyClosed
    !self
    Open

    OnFullyOpened
    !self
    Close

    Adjust the door speed and height of the origin to your liking.
     
    • Thanks Thanks x 1
    • Agree Agree x 1
  3. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    okay, quick question, been a while since made custom timer props, its all in seconds correct?
     
  4. Bunbun

    aa Bunbun Gay sex slave

    Messages:
    403
    Positive Ratings:
    570
    Yup, you can also parent the trigger_hurt to the door to make it rise as well (if you have one).
     
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    4,907
    doors are based on units moved per time interval. I'm not sure what that time interval is, though I think it's Hammer units moved per seconds.

    If you were to use a logic_timer, then it would be in seconds.
     
    • Thanks Thanks x 1
  6. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    well, that appears to be all I needed
     
  7. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    actually, I went ahead and did a trigger:
    On collision
    !door
    stop
    !timer counts down
    (time)

    (when I work out the kinks, ima make a prefab)
     
  8. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    alright, I've run into a snag: door is no longer firing, i do not know why
     
  9. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    well, I was hoping someone one reply by now, i'll give it a bit before calling crash
     
  10. Hotel Detective

    Hotel Detective L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    189
    I don't know what you would like us to say with that information.
    I don't know either?
     
  11. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
    true, well I think I broke a door with a double timer set up, hold up let me prep my vmf
     
  12. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    737
    Positive Ratings:
    72
  13. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

    Messages:
    396
    Positive Ratings:
    416
    Wouldn't it just be easier to only have the func_door with the trigger_hurt tied to it, with the outputs of the func_door as follows:
    OnFullyClosed !self Open 3 (The 3 is in the "After a delay in seconds of" box)
    OnFullyOpen !self Close 2 (This time have a delay of 2 seconds)
     
    • Thanks Thanks x 1