Killing door

Homercidal

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Howdy. I'd like to use a func_door which if the player gets caught in the door it doesn't open back up, but gives him a lethal dose of death. (Lethal dose of Death??)

The door should be controlled by a timer, like it will open when button is pushed, and after a few seconds of being closed it will open back up again. I have the timing worked out, but if I put more than 1 Barney in the doorway, the door kills the first one and then opens up again. I want it to keep closing and killing!!

I could use another entity, as long as it can move, be controlled by a button and kill. I just have not found one that works the way I want so far.
 
Well, you could put a trigger_hurt in the doorframe, and make it trigger a moment before the door closes. If you set the damage to high enough, it should remove any creatures blocking it.

-Angry Lawyer
 
It's been a while since I last used Hammer, so I'll have to look the triggers up. It sounds like it would take care of the killing, but will it stop the door from closing? If so, then I'm assuming it would kill thm before the door has a chance to close on them. I don't know if this will work in this situation, but it may get a step closer to making it work like I want.

It's funny how many things you can do in HL but usually you have to mess around and do funny things to get it done. At least that's what I'm finding.
 
Ok, I looked it up. I think it will be perfect. Can't wait to get home and try it. I'll have to place a trigger on the door so that it will kill the people while the door is closing, but since they will die, they will not keep the door from closing.

The only question would be how to turn it on and off. I don't want the trigger to hurt them until the door is moving. The door is activated by a func_button. It's actually two doors closing together. I used the same name for both to have the button start them closing. Perhaps using the same name again to turn the trigger on?
 
*Ponders* Hammer has never been my strongest subject, but if I remember rightly, you'd use a multi_manager to deal with it. With it being a long time since I actually used a multi_manager, you might have to look it up. Try at Verc: http://collective.valve-erc.com/index.php?ent=multi_manager.
Or, if the door isn't meant to open again, you could just give the trigger_hurt the same name as the door.

Best of luck with the map though :)

-Angry Lawyer
 
Well, my "trap" seems to work ok. It's not set up the way I envisioned, but the functionality is there. I guess with Half-Life, you kinda gotta fake it out.

I made a button set to trigger the doors after 1 sec (power-up effect with sound), then the doors activate 4 seconds later along with a pair of pushers "pushing" the player to the space exactly between the door and into a trigger_hurt, which fires right after they get there.

In effect the "doors" seem to push the player between them and squash the player. Now to add some extra blood and gibs to make it look really gruesome.

Actually, now I got that effect figured out, I should move on to the next feature of the map... No, I think I should wait until HL2 SDK it out and build map there. Should have much greater capability.
 
*grins* mapping is like Lego bricks - addictive and open-ended. So is coding - if the lego bricks melted down if they were put together in the wrong way...

I'd be interested in seeing the map when it's finished.

-Angry Lawyer
 
I'd be interested in sending it to you when it's finished. It will likely be a while. So far I have one friend who is interested in helping out, but so far he hasn't even loaded the SDK and I haven't even gotten any design ideas from him. Just a "Man, that level looks cool!" when I showed him the first sketch of the first general level layout.

It didn't even have any real design features except the first one! I got a feeling I'll be doing this by myself until it's time for him to drop his one thing into the map.... Well, I think I know what might be cool for map, but I'd like to put two or three main features in a map that players can utilize to have a good time.

I've got about three other rough ideas besides the two I'm currently developing. One idea is already proven, the other looks to be doable (as we've determined anyway), the other three need to be developed more to even begin a trial mapping.

I'm seriously thinking about waiting until the HL2 SDK will be out to build a final verison. I guess it depends on how much help I get.
 
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