help- trigger a zombie to break down door

artenransk

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Hey everybody I'm trying to make a scary city level but im a noob and need help. At the moment i'm trying to make your person walk up stairs and have a zombie break down the door when you get near the top.
PLEASE HELP
 
Make scripted_secuence near door and set it up so that it refers to you zombie and will tell it to play a nice animation where the zombie attacks. It can be useful to set the zombie to play this animation so that you get the scripted_sequence the right distance from the door. Make door breakable and give it a name.

Make trigger_once where you want the player to be when all hell breaks loose. Give trigger following outputs.

OnTrigger - Zombie_scripted_sequence (or whatever you named it) - Start - Delay:0 - Override:*blank*

OnTrigger - Door - Break - Delay 0.1 - Override:*blank*

Fine adjustements in delays might be needed.
 
wait there isn't a selection for"break" in "via this Input." I made the door breakable so it should work. It is a prop_door_rotating would that matter?
What if I wanted to make him smash that door and then move to another one and smash that one?
 
now my zombie wont do the animation and is facing the wrong way so all i get is a door slamming open with a zombie turned the other way
 
ok i figured how to play animation but the log says on the next script that it found the zombie but it can't play the sequence
SOMEBODY HELP
 
I meant for the door to look like a door but be a func_breakable. It only needs to look like a door, not behave like one if it is to be smashed.

For the zombie facing the wrong way, just rotate the scripted_sequence. If you want zombie to slam open another one then you just need a new sequence and the have that trigger. How zombie should move to that sequence can be set up in the sequence itself. (Walk - Run - Teleport)
 
thanks man ur awesome. just one more thing. can i make it so when i run from the zombie into another room the door that i open opens normally but then can be broken
 
Make a door but make it invisible. Then make a func_breakable that looks like you want the door to look.

Parent the func_breakable to the door so that it will move with it. Have the zombie break the func_breakable and give the breakable the following output.

OnBreak - Door - Kill - *blank* - 0.1.

Player will see the breakable but use the door. However since breakable is parented to door it will look as if player uses the breakable. Zombie on the other hand breaks the breakable and the breakable kills the door so that there is no invisible door for the player to use if the breakable is broken.

Also, it might be a good idea to set the flag "only break on trigger" for the breakables because otherwise player can shoot them to pieces.
 
i lied one more question. is there a way where i can make the doors use less gibs, like one, so it just looks like the door fell off its hinges?
 
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