Frictional Games Forum (read-only)

Full Version: Falling tree's and underground ladder
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
Hi, I'm relatively new to mapping and scripted and I had two questions

1. How can I put tree's to block an area then have them fall to open the area up once they reach a certain point?

2. How can I put in an underground area(like a mineshaft or tunnel going downwards with ladder to a small room)?
Bump, please give me the informations.
I dont know for the falling tree but for the ladder juste put a ladder and a script area and change the type to ladder.
That sound simple enough but the tutorial I watched and started my map with I added a plane as the ground and if I add a ladder its just in the ground and there's not any way to go down it. Is there any way around this?
So uh...take out that plane and make other planes around the hole. You can make them link up by checking the use world coordinates checkbox.
I recommend checking out the falling tree in Amnesia. I sadly don't remember where it is in the game, but I know it does have a tree fall down in it. If you can't find it or know how to do it from there, I now recommend for you to do some scripting causing a chain of movements with time intervals of making the tree entity becoming active and then inactive.

If you have ever been to a light show, that could have, for example, a kid made out of colored lights (2d or course) and it would show him throw a ball and the lights would blink indicating where the ball is. Eventually reaching it's goal at the end of the "animation". You could also think of it as a flip book where it shows picture by picture as you flip really fast through a flip book. Like a ball bouncing down and then coming back up. If you need more help, I'll be here to help you. Smile
I'm 99% sure there's a separate entity of the tree falling, so when you enter the script area do:

setEntityActive("treestanding", false);
setEntityActive("tree_falling", true);

it's not called tree falling... or maybe it is... I don't know. Just look somewhere in the static objects folder
Yes I just wanted to clarify; there is indeed a falling tree scene in Amnesia near the beginning when you step out on the ledge of the castle overlooking the woods. An unseen entity takes down a tree.

terabyt3
w88|
m88|
fun88|
188bet|
fb88|

12bet|
cmd368|
happyluke|
11bet|
12bet|

138-com|
1xbet|
22bet|
855crown|
8live|
9club|

betphoenix|
dafabet|
dubai place|
fabet|
five88|
gdwviet|

hl8viet|
9club|
k8vina|
lixi88|

esball|
empire777|
m8win|
Mansion-Bet|
Yebo-Casino|
ok368|

one88|
Oppabet|
Pinnacle|
Qq8788|
Qqlikebet88|

Rongho99|
Sbobet|
Sbong88|
SV388|
thienhabet|

Ucw18|
Vwin|
Bet365|
WilliamHill|
Betvictor|
Bwin|

1xbet|
Unibet|
Paddypower|
neds|
Ladbrokes|

Coral|
10bet|
8live|
Marathonbet|
WeBet|
Do what Josh said, but make the player's sight turn black for a second and get a sound for the tree on it. I think that would make it look better.
All the script is doing (It's 11_study, btw) is making the physics of the falling tree entity set to static at map start, then once the player triggers it, making the physics non-static and giving it a PropForce of about 1000.
Pages: 1 2