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InsideQC Forums • View topic - Request: well6 "closable grate"

Request: well6 "closable grate"

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Request: well6 "closable grate"

Postby OneManClan » Sun Feb 05, 2012 3:58 am

Dear Map making/editing Gurus,

Well6 is a Classic TF map, which we play at least once a month at the . It's one 'flaw' is the underwater grate, which once blown/opened (via a detpack), stays open, and thus renders the inside of the base completely bypassable. I'm hoping some Guru out there can make it so that the grate can be blown/closed shut (via another det), and reopened, continuously. Can this be done via an .ent edit?

If anyone's interested, here is [url]the well6 ent[/url]. [EDIT: :oops: Oops, that's my failed attempt to figure it out myself. HERE is the original ]. Map making/editing is not my area so, as far as I can see/understand, there's a brush for the grate, and after its blown, there's another brush (?)with a hole in the middle. If someone can make it so that subsequent dets open and close the grate continuously, that would be 'grate' ;)

thanks,
OneManClan
ps. I did look The closest thing I can think of is the mine tunnel in rock2, which can be opened and closed continuously via a det. Here's the .
Last edited by OneManClan on Sun Feb 05, 2012 5:30 am, edited 1 time in total.
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Re: Request: well6 "closable grate"

Postby Baker » Sun Feb 05, 2012 4:08 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Request: well6 "closable grate"

Postby OneManClan » Sun Feb 05, 2012 6:48 am

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Re: Request: well6 "closable grate"

Postby Baker » Sun Feb 05, 2012 7:12 am

[The weakness of using damage is that anything can open it. You could hit it with an axe 100 x 5 axe damage = 500 damage.]

The unfortunate reality is you would probably have to have the QuakeC to truly fix the issue. Particularly since it doesn't seem to use standard doors fields to cause it to open like, for instance, the "damage" field does. Whatever is happening in the QuakeC to allow the grate to be blown open doesn't seem to merely reverse itself once it closes again.

Yeah the checking out what another map does and implementing it might fix it you'd think, but trigger_multiples make my head hurt. :D I don't know why.


BTW: trigger_multiple just means the trigger can be activated again and again. Kind of like the "This is the easy hall" message on the start map. As opposed to say a "trigger_once", which happens once and never more.

I think "wait" "4" in a trigger_multiple means that once triggered, the trigger cannot be setoff again for X seconds where in this case X = 4.

[My mapping is a bit rusty, hence I'm not 1000% on any of this]
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Re: Request: well6 "closable grate"

Postby goldenboy » Tue Feb 07, 2012 4:55 pm

It's really hard to change something like this without having the map source, just being given some ent file to a map you've never seen.

How does the destructible grate work? Two doors, one with a hole in it, and one without?

Perhaps you could use the toggle spawnflag somehow. But I don't even know the map.

Level designers tend to think graphically and in 3D, not in text files. Perhaps if you decompile the map and post the source...
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Re: Request: well6 "closable grate"

Postby ratbert » Tue Feb 07, 2012 11:05 pm

WELL6 map original design was regular team fortress play. Once a blue or red base grate was detpack'ed by a enemy it was open for access. It was never meant to close again or be there again.
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Re: Request: well6 "closable grate"

Postby haze » Wed Feb 15, 2012 9:29 am

i don't know too much about mapping but i was able to decipher the entities in Canyon1.bsp responsible for its closeable rock wall.
I copied/modified the required entities from canyon1.bsp's closing rock wall to achieve a closeable well6 grate.

i think the trick is something with the 'style' and 'spawnflags' . I've read that the way spawnflags works changes depending on what class type it is working on. Its hard finding info on the specific values.

But basically you have your dettable entity that looks like this

{
"goal_activation" "2"
"target" "blue_det_trigger"
"netname" "blue_det"
"classname" "info_tfgoal"
"origin" "-992 840 -396"
"goal_effects" "1"
"style" "32"
}

it points to a trigger_multiple:

{
"target" "blue_grate"
"netname" "blue_det_trigger"
"sounds" "0"
"classname" "trigger_multiple"
"wait" "4"
"dmg" "0"
"style" "32"
"health" "0"
"targetname" "blue_det_trigger"
}

which points to the 2 func_door parts of the grate:

{
"spawnflags" "32"
"speed" "2000"
"netname" "grate1"
"sounds" "1"
"classname" "func_door"
"wait" "0"
"dmg" "500"
"lip" "-100"
"angle" "270"
"targetname" "blue_grate"
}

{
"spawnflags" "32"
"speed" "900"
"netname" "grate11"
"sounds" "0"
"classname" "func_door"
"wait" "0"
"dmg" "500"
"lip" "-162"
"angle" "-1"
"targetname" "blue_grate"
}
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Re: Request: well6 "closable grate"

Postby goldenboy » Wed Feb 15, 2012 4:24 pm

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Re: Request: well6 "closable grate"

Postby haze » Wed Feb 15, 2012 9:23 pm

Golden, I think you misunderstood. Sorry if i wasn't clear.

The code i posted is the finished version of what i modified in well6 to make the closeable grate that OMC is looking for. One det opens, 2nd det closes.
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Re: Request: well6 "closable grate"

Postby goldenboy » Wed Feb 15, 2012 9:45 pm

Yes, I misunderstood. OK then. Glad it works.
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Re: Request: well6 "closable grate"

Postby haze » Fri Feb 17, 2012 7:41 am

BTw thanks for your explanation of spawnflags "32". that toggling makes sense now!

In Canyon1.bsp where i stole the code, there were 2 dettable entities that led to the trigger_multiple.( i believe it was meant to allow a larger area to trigger the event) Could that be the reason for the Trigger_multiple ? In other words if we only have one det entity, we should use a different class?
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Re: Request: well6 "closable grate"

Postby OneManClan » Sat Feb 18, 2012 3:00 am

Ok I tested it, and the grate indeed can now be opened and closed via det, repeatedly. :)

Some dets however seem to not have an effect. I don't mind because it adds an element of randomness to the activity, but I'm confused by how all this works.. I can't see a reference to "det" anywhere, and there's no "damage" field..? How does the grate know that a det exploded, and where is it decided how far away the det can be before it has an effect?
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Re: Request: well6 "closable grate"

Postby ratbert » Sat Feb 18, 2012 4:42 am

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Re: Request: well6 "closable grate"

Postby OneManClan » Sat Feb 18, 2012 4:58 am

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Re: Request: well6 "closable grate"

Postby haze » Sat Feb 18, 2012 8:23 pm

OMC, the goal_activation "2" in the blue_det entity means it is affected by dets. If you open the ent in Ented, you will see under "activation criteria" it must be touched by a detpack to activate.

I went on your server and tested it. All dets 'regular" and 'throwable' properly activated the grate. I always throw them as close to the grate as possible. I suspect some of your dets weren't close enough to the grate. But in general I think people will understand to det right next to the grate.
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