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Thread: Crushing wall not doing enough damage

  1. #1
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia

    Crushing wall not doing enough damage

    I've searched the forum but cannot find the answer.

    I have an object running on stdElevator script which is crushing the player but the damage is too low (2 hearts per sec).
    How do I fix this?

  2. #2
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Set a damage stim source on the wall.

  3. #3
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    How do I do that?

    Edit: I can't find damage stim under Properties -> Act/React -> Sources.

  4. #4
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    He means a stim that causes damage. BashStim is a good one.

  5. #5
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    *She.

  6. #6
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    Thank you both. Working now.
    I also found this for anyone else looking for this.
    Quote Originally Posted by Yandros View Post
    Give it a Act/React > Sources and set it like this (all dialogs shown):



    This means though that if the player touches the wall when it's not moving they will still die. If that's not what you need, it gets more complicated but I can tell you how to do it.

  7. #7
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Wouldn't setting a higher Bash Factor work also?

  8. #8
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    It should, I think.

  9. #9
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    After a bit of testing I found that this solution is not OK.

    The wall now kills the player upon contact.
    I want the player to be pushed into the wall and die only when hes crushed.

  10. #10
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Then try the other suggestion-- set a higher Bash Factor for the wall object.

  11. #11
    DromEd Archmage
    Registered: Nov 2010
    Location: Returned to the eternal labor
    Alas, Bash Factor works for velocity and gravity only.
    Crush damages emitted by movers won't be affected.

    I nevertheless got a "fake" you can set to do what you want.

    -Set a normal crushing wall as you did. BUT create a second crushing wall with a smaller hitbox (0.1 less than the bigger one).
    -Set renderer>Type>Not Rendered to the smaller one
    -Set your deadly stim properties to you smaller one as you did upper.

    Now what will happen ?

    Simple, when you will activate your trap, the both crushwall will follow the same path at the same speed. While the bigger wall touch nothing, the smaller one is inside it and then, won't be able to harm anything (the big one will actually protect you from the deadly small one).
    But if something is blocking the big mover like a player, this one will stop moving allowing the smaller wall to finally quit it hitbox and touch the blocker too, killing it instantely.

    The weak points of this method are :
    -There will be a little delay between the moment the big mover will be stuck by the player and the moment the small one will execute him.
    -If something has blocked the walls, the small one will touch before the big one until they both reach the nearest terrpt.

  12. #12
    Member
    Registered: Oct 2012
    Location: Velenje, Slovenia
    Tried it and it works perfect! Thanks!

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