• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.


Real Members
  • Content count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About TheSwordsman34

  • Rank
    Fresh Meat
  1. UPDATE!!! Upon further review I learned that the filter_activator_class entity did not work. I thought it did but after more testing learned the zombies can still break the boards. However changing the min damage to 20 worked well and still allowed the player to break the boards in one hit while stopping the zombies from breaking the boards. Thanks again for the help.
  2. Thank you, the filter_activator_class entity worked with the boards after I went to re- nav_generate. I have yet to try the func_nav_blocker, mostly because i'm wondering if after the door is opened the zombies won't be able to walk through the open door frame. I might just try to fix this problem by changing the objective so instead of using the door to complete it I will make hiting the elevator button the door leads to end the objective. (the reason for this is that the objective is to find the elevator; the door led to the elevator room so when it was opened the objective to find the elevator was complete. However, the elevator still needs to be called up to the floor your on; so if the objective is to hit the elevator call button it doesen't ruin the objective) (or I could just put boards on the door thanks to your advice)
  3. I was able to check on the NPCs can't flag after changing the base.fgd but unfortunately when I got near the door the zombie on the other side opened it anyway. I still cannot find a way to make it so zombies are unable to break func_breakable entities as well as open doors. Thank you durkhaz~ for your help, if you or anyone else have any other ideas please notify me on this topic.
  4. Update: I learned that func_door_rotating and func_door have the ability to be unopenable to npcs in the flags, but the objects I listed above do not. I just need to know how to get the same effect for prop_door_rotating and func_breakable.
  5. I am currently having trouble making zombies unable to open certain prop_door_rotating entities that I am using for objectives. (when the zombies open the door the objective is completing itself) I also want the zombies to not break the func_breakable entities that I am currently using to board up a door, but they always break the boards before the player can get to them. If anyone knows how to stop zombies from opening certain doors or breaking certain func_breakable entities then please help. (note: players need to be able to perform the stated actions, only the npc zombies need to be prevented form doing them) Thanks in advance for anyone with information.