inmylife 5 Posted July 12, 2015 Hi, so today I've put some final touches on my map. I also had great inspiration for a new game but I have some problems and I'm not sure if it's possible to create this game in CS:GO. The game goes as follows: There is a cillinder that is placed horizontal which then rotates around it's axes so that all the t's need to walk to stand on it. Around the cilinder I have placed certain obstacles that move along with the cillinder, which you need to dodge or climb over otherwise it'll push you off. Now this is the problem: The T's are able to block the rotation of the cillinder/blocks that rotate around. I can turn on "block damage" but I don't want the T's to die from touching the blocks. I want them to be pushed off and just fall down instead. Quote Share this post Link to post
Skeff 289 Posted July 12, 2015 So let me get this straight. The Ts are on a long cylinder kind of like a wipe out game but instead of jumping over it they are standing on it. The cylinder rotates round and the Ts have to dodge obstacles around it. The problem is that the Ts will block the cylinder. One solution would be to put a trigger_push on the edge of the cylinder so that it will always push the Ts away from the cylinder. Quote Share this post Link to post
inmylife 5 Posted July 12, 2015 So let me get this straight.The Ts are on a long cylinder kind of like a wipe out game but instead of jumping over it they are standing on it. The cylinder rotates round and the Ts have to dodge obstacles around it. The problem is that the Ts will block the cylinder. One solution would be to put a trigger_push on the edge of the cylinder so that it will always push the Ts away from the cylinder. I mean it like this. So the cylinder rotates and the T's have to jump up on the blocks. If not the blocks will push them along the rotation of the cylinder untill they fall off. The problem is instead of them being dragged along they are "blocking" the rotation. I'm working on a different game right now, but maybe you're right and a "trigger_push" with power around 10 might just do the job. I'll have a try at it later. (Can get quite tricky though seeing as the cylinder rotates and the trigger push had to rotate with it, so I think this might be a bit too much work) Quote Share this post Link to post
Skeff 289 Posted July 12, 2015 ah right, that image makes more sense. I suggest making the Ts stand on a platform above the rotating cylinder and make the obstacles parent the cylinder as opposed to attach to it. This will let you make the cylinder ignore the players but also let them collide with the obstacles. I'll give it a try in a few minutes if you're still struggling. Or alternatively you could make it more like the whole in the wall game on ace jail. Quote Share this post Link to post
inmylife 5 Posted July 12, 2015 ah right, that image makes more sense.I suggest making the Ts stand on a platform above the rotating cylinder and make the obstacles parent the cylinder as opposed to attach to it. This will let you make the cylinder ignore the players but also let them collide with the obstacles. I'll give it a try in a few minutes if you're still struggling. Or alternatively you could make it more like the whole in the wall game on ace jail. It would kinda ruin the point of the cylinder, which is there to make it so the T's are under constant presure of falling down. Because they have to keep moving along the rotation of the cylinder.. Quote Share this post Link to post
Skeff 289 Posted July 12, 2015 I'm going to attempt to make it now but if you remember battleforce summer on css it had a rotating pole which you had to stay on. Perhaps look for and decompile that map for some help. Edit: So I played about using a func_rotating and it didn't turn out very well. I also decompiled battleforce summer and that has a very complicated rotating pole with various pushing triggers and such. Quote Share this post Link to post