• Question: func_door collision
    8 replies, posted
I've been outlining ideas for a map to work on over the summer, and one idea that's caught my fancy is the idea of a level composed of platforms/columns which extend out from the floor/ceiling/walls in a random order, stopping whenever they run into each other. The idea being that you have a shifting level that ends up in a different configuration every round. Creating a decent sized map with surfaces composed entirely or mostly of these kinds of platforms and rigging them to clusters of timers and logic_cases is relatively simple (albeit really time consuming) but I'm at a loss as to how I might go about having the columns detect collisions with one another and stop moving. I've been going with the idea of using func_doors so far and while they work great for pushing the player around or working as platforms, they don't collide with one another. Any ideas would be appreciated.
I really don't think there's a straightforward way of detecting collisions between brush entities. You might be able to do something with logic entities, but that would chew up tons of entdata. That would be the least of your concerns though. With all of those moving brushes and no VIS blocking, the network bandwidth rape and terrible framerates would make the map unplayable.
Hmm, any alternatives?
Build a set level per case, the map wouldn't be random per say, but with enough paths, the player will think it is.
Map composed of physics prop blocks 128^3 all with motion disabled. On map load a lua script creates various paths through the blocks, deleting every block along the path. Hammer eneity limit is 2048 I think so if the map was flat it would be 5760^2 in size.
Maybe you could have trigger_multiples parented to all the func_doors and they would be activated by other func_doors. Then it would do "onstarttouch | !activator | setspeed | 0" or something like that Not sure if feasible
[QUOTE=IronPhoenix;35670442]Build a set level per case, the map wouldn't be random per say, but with enough paths, the player will think it is.[/QUOTE] I'd originally thought about doing something like that... but that'd take a lot, lot more time. I'd basically would have to plan out a dozen or more different sequences for all ~2000 columns. The whole concept of having the columns 'collide' with one another (by whatever mechanism) would be that the map handles the business of constructing it's layout on its own. Unless I can think of something I'll probably scrap this for something in the same mindset (a shifting map) but on a much more controlled level.
Still no luck at working out a solution so unless anyone has some other ideas for me to try out I think I'll probably just shelve this one for now and work on something else.
Closest i got to that was : [media]http://www.youtube.com/watch?v=q-DNSe5_94c&list=UU1qJpAJANJallI69zy7wmOQ&index=31&feature=plcp[/media]
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