To Kill A Cow
AcidBurn
02-05-2008, 01:10 PM
anyone know how to make it so you can kill a cow thats on a map
a map im working on has a cow pasture and while testing it with some friends they asked why they cant kill the cows like on glider
so i wanted to add this to the final version and i dont know how nor can i find any info on it
by the way its a 1.3 map
ultranew_b
02-05-2008, 01:53 PM
Why don't you decompile glider and see how the author did it?
(I'm not familiar with pre-source dod levels so this may not even be possible for all I know)
Cpl. Punishment
02-05-2008, 03:47 PM
It's possible. Give me a little bit to figure out which entities you need to use.
AcidBurn
02-05-2008, 05:59 PM
ty punishment
i appreciate you trying to help ive looked and looked for info on it and cant find any
gimpy117
02-06-2008, 05:27 AM
how bout making it an NPC?
FuzzDad
02-07-2008, 07:51 PM
The cow in glider was attached to an invisible door entity and used a breakable to activate the "door".
piu piu
02-07-2008, 08:22 PM
The cow in glider was attached to an invisible door entity and used a breakable to activate the "door".
quite clever :D
Cpl. Punishment
02-08-2008, 05:55 AM
The cow in glider was attached to an invisible door entity and used a breakable to activate the "door".
That's a hell of a lot less complicated than what I would have come up with.
FuzzDad
02-08-2008, 05:41 PM
That's a hell of a lot less complicated than what I would have come up with.
I learned that technique back years ago after decompiling dod_hill. When you blow up the walls near the base you break a func_breakable that activates a func_door (the wall) that "opens" straight down under the map at a high speed exposing a regular brush-based wall designed to look like it's broken. There's a large enough explosion to block the visual sighting of the door falling under the map.
It's slight of hand...nothing more. Another example of a "door"...the Antenna in dod_glider is a rotating door that rotates down after the room is blown up. The reason doors are used is that large brush-based func_breakables in the 1.3 engine used up a lot of resourses and when activated could really slow the performance of the engie way down. The doors flying off the map at hyper speed had no such perf hit.
All the cool blow-em-up and other stuff in dod 1.3 maps were built by cobbling together entities to force the engine to do things when there were no entities directly available to do the work.
RosietheRiveter
02-08-2008, 06:12 PM
post in new forums you silly men
http://forums.steampowered.com/forums/forumdisplay.php?f=65
Cpl. Punishment
02-08-2008, 10:27 PM
All the cool blow-em-up and other stuff in dod 1.3 maps were built by cobbling together entities to force the engine to do things when there were no entities directly available to do the work.
Where there's a will, there's a way, right?
post in new forums you silly men
http://forums.steampowered.com/forums/forumdisplay.php?f=65
Yes ma'am.
AcidBurn
02-10-2008, 01:10 PM
thanks guys i think ive got the idea just gotta figure out how to do it now LOL
thanks for the info fuzzdad
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