New Finale WIP
Added 2024-04-09 17:52:54 +0000 UTCBeen a little quiet here because I've been more public about my active projects lately, so here's a snippet of some logic I'm playing with for the finale of another map.
The map is cp_sandswept by Hey You. He asked me to come up with some logic to drop something into the grinder on last, which is currently getting polished for a full release before this summer! The barrel is, of course, not final, I just wanted to get the logic in place to do the drop.
Details for the nerds:
So the challenge was to be able to bring the hook back to center at any point, as soon as the point itself is captured.
First button activates the back and forth motion, which is two func_doors with their closed position putting the hook in the center. The hook is parented to Door1. Door1 (moving left) opens when triggered, starting the whole loop, and automatically closes itself when it is fully open. When it hits fully closed, it activates a logic_relay telling Door2 to open. Door1 is parented to Door2, so this pulls the hook in the opposite direction (right). This also tells itself to close when fully opened, and when fully closed, triggers a relay to open Door1 again, starting the whole loop over.
This keeps it so when we hit the second button, I tell both doors to close, bringing the hook to the center point no matter where it is in the cycle, and disable both relays used for the door loop, keeping it locked in the closed center position.
The third button tells the hook, which is a prop_physic_override to disconnect its attachment connecting the barrel to the hook, dropping it. Eventually this prop will be replaced with something more fitting, and the weight will be adjusted so it drops more realistically, and some sort of finale of some sort.
This is using the same physics drop setup as a payload cart!