ScrooLewse, on 17 December 2010 - 07:20 PM, said:
Release "Jack the Hack"
A manhack with 20,000 health! (He would be confined to that room using the same thing you use to make the Combine barriers.)
You can't change the max health on enemies
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.
I only did it in my maps by adding OnHalfHealth outputs to SetHealth 9999 inputs with counters and stuff. It doesn't work if you can kill it in one hit.
Unless I'm missing something, in which case FILL ME IN!
ScrooLewse, on 17 December 2010 - 07:20 PM, said:
RPS Wars
The first player to walk through one of the turns gets trapped in a box. Once both boxes are filled, they have to play rock, paper, scissors and the loser DIES! In the event of a tie, no one wins. Should the certain person be the only one left, he gets a free pass.
How should I code this one?
I'd like to avoid traps that, like your first one to some extent, don't involve the overwatch in some way. Otherwise why make it for this mod? A few rooms like that might be OK, but try not to overdo it.
Anyway, how about playing RPS against the overwatch? There would be three ow_button_gms to spring a cage in a certain spot, but with the right icons. After that there are a few ways you could do it. Let me think...
9 relays... too many...
logic_compare... wouldn't work...
logic case with math_counter... overkill...
logic_compare with 3 relays, might work...
AddOutput fun, not repeatable...
logic_multicompare I haven't used and the VDC says it's not reusable
3 logic_branches might work! Wait, no.
Yes! No.
Doublechecking logic_multicompare, nobody knows how to use it, might as well not try.
I'VE GOT IT
1 logic_compare and nothing else!
Name the GM buttons all 00_b or something like that. Give them unlimited charges and a OnPressed 00_b disable output.
Give the GM buttons outputs to send a TouchTest input to a trigger_multiple. Have that trigger get a OnTouching output to Open a func_door for the cage.
Parent some func_buttons to the cage for the player buttons. Name them different things.
have the GM buttons send SetCompareValue X to the logic_compare with X being 1, 2, or 3 for rock, paper, and scissors respectively. The numbers don't actually matter.
Also have the GM buttons send a Lock input to the func_button that they beat for the players.
Have the buttons send a OnUse logic_compare SetValueCompare X input for rock, paper, and scissors.
Also have the buttons send a OnUseLocked output to kill the players with a trigger_hurt and lift the trap.
Oh, and have each button send an OnUseLocked output to enable itself.
Have the logic compare have a OnEqualTo output to somehow do another round (I wouldn't) or perhaps just damage the players halfway and lift the cage. You can have use the same trigger_hurt for the killing if you time it right. It just hits twice for the losing outcome.
Have the logic_compare have an OnNotEqualTo output to lift the trap.
I don't know if I would have the cage come from the ceiling or the floor. Just make it really fast. You can't parent the buttons to the cage if it's just a func_brush.
I'd make the cage relatively big, since it's sublethal. It's OK to trap more than one person.
Make sure to make the trigger_multiple smaller than the cage by about 32 units on each side.
I think that's everything. Whew.
Uh, I think that's it.