I have an idea, but I'll say right now I haven't tested it - I suspect it will work fine however.
Instead of trying to block the gas cans, instead, *teleport* them. Put a teleporter brush around the gas can spawns somewhere else on the map, and then simple engage the teleporters as you need to fetch cans. I've done this with physics objects numerous times, but never tried with a gas can; so again, there might be unforeseen consequences. I suspect it will be fine however. On Wed, Jun 5, 2013 at 12:00 PM, <[email protected]>wrote: > Send L4Dmapper mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > or, via email, send a message with subject or body 'help' to > [email protected] > > You can reach the person managing the list at > [email protected] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of L4Dmapper digest..." > > > Today's Topics: > > 1. Re: Disabling gascans (Hans Wakelin) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Wed, 5 Jun 2013 06:41:58 -0700 > From: Hans Wakelin <[email protected]> > To: Left 4 Dead Modder List <[email protected]> > Subject: Re: [L4Dmapper] Disabling gascans > Message-ID: <[email protected]> > Content-Type: text/plain; charset="iso-8859-1" > > I don't know what map you're talking about, but if it's anything like > Valve's I don't see it making much sense that pushing a button on a > transceiver, or turning a door lever, would start the finale AND unlock > access to the places where gas is held. > > With that said, a possible compliment to, or something altogether > different from, Mr. Nadler's suggestion: > Have the player hit another switch (one that has an appropriate label, > like "EGCCDS - Emergency Gas Case Caging Deactivation Switch", or > player-help popup indicating that the switch unlocks the gas > sheds/containers), in the vicinity of the place where the finale is > triggered, in order to gain access to the cans. > > Here's an example. It's not realistic, and it requires there be enough > room. > ----- > Make a simple box in hammer to house the cans. Maybe a barred cage where > you can see the contents, or maybe not. The latter is probably easier to > do, that way you wouldn't have to worry about the gas cans colliding around > within it, as they wouldn't be put there until the aforementioned switch is > hit. When the switch is hit, the gas case box doors open, and the gas > cans appear scattered in front of them. Duplicate the cage, 1 for each > cluster of cans. This cage-unlocking switch could have power cords running > into it which connect directly to the cages (more trouble than it's worth), > or maybe the switch could release some EMP to discharge the locks on the > cages. > ----- > > > > > Date: Sat, 1 Jun 2013 15:05:05 -0700 > > From: [email protected] > > To: [email protected] > > Subject: Re: [L4Dmapper] Disabling gascans > > > > Easiest option would be to adjust your level designs a bit and create > some > > new rooms in the building that the player can't access until after the > > event is triggered. Whether that is a small closet or bathroom or even a > > larger room/hallway. > > > > Just have the doors to these areas be locked by default, then unlock them > > when the finale starts, or even force them open. > > > > Might require you to rearrange your maps a bit, but it should work. > > > > > > On Sat, Jun 1, 2013 at 2:55 PM, Rectus <[email protected]> wrote: > > > > > Mark Edwards skrev 2013-06-01 18:56: > > > > > > So I released a L4D2 campaign a while ago, which had a scavenge > finale. > > >> You go through a building to the roof, start the finale, then go back > > >> through the building to get the gascans. Some people though realised > you > > >> could pick them up on the way, then just pour them in and finish the > map a > > >> lot more easily. Obviously you could just not cheat but I still want > to fix > > >> this. I've tried a couple of things to stop the gascans being usable > before > > >> the finale starts, including spawning them through a template (in > which > > >> case they just don't spawn at all) and sealing them in nodraw > func_brush > > >> boxes, but they just phys-push themselves out the boxes. Anyone have > any > > >> ideas for how else to do this? The only other option is to have the > finale > > >> start when you enter the building or move the generator outside, both > of > > >> which don't really suit the set up I have now. > > >> > > >> ______________________________**_________________ > > >> L4Dmapper mailing list > > >> [email protected].**com <[email protected]> > > >> https://list.valvesoftware. > **com/cgi-bin/mailman/listinfo/**l4dmapper< > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> > > >> > > > > > > You could also spawn them in a protected area, and use a vscript to > move > > > them to their locations when the finale starts. > > > > > > > > > ______________________________**_________________ > > > L4Dmapper mailing list > > > [email protected].**com <[email protected]> > > > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**l4dmapper< > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> > > > > > > > > > > > -- > > Benjamin E. Nadler > > > > > > Web: www.ben-nadler.com/ > > Mail: [email protected] > > Cell: +1 707 480 1257 > > _______________________________________________ > > L4Dmapper mailing list > > [email protected] > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > > > ------------------------------ > > _______________________________________________ > L4Dmapper mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > > > End of L4Dmapper Digest, Vol 53, Issue 3 > **************************************** > _______________________________________________ L4Dmapper mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
