Quake3World.com Forums
     Level Editing & Modeling
        triggers


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: triggers

Warrior
Warrior

Joined: 01 Oct 2010
Posts: 96
PostPosted: 04-20-2012 07:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


Can a trigger_multiple be set up to activate only by taking damage rather than touch like the func_button?




Top
                 

Mercenary
Mercenary

Joined: 07 Oct 2009
Posts: 203
PostPosted: 04-20-2012 09:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


A trigger_multiple is a point entity
A func_button is a solid/prop/geo entity

So you can have a func_button(w/a fast return+health#) tied to a trigger_multiple.




Top
                 

Warrior
Warrior

Joined: 01 Oct 2010
Posts: 96
PostPosted: 04-21-2012 02:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well I ran out of brushes so I was hoping there was a way to do it without the button.




Top
                 

Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36614
PostPosted: 04-21-2012 03:38 AM           Profile   Send private message  E-mail  Edit post Reply with quote


A trigger_multiple is not a point entity. It has a volume (defined by a brush). However, it cannot be made sensitive to weapon fire.



_________________
Get mods & maps at Engines of Creation


Top
                 

Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 04-21-2012 05:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


Agree with you, Eraser... It has the volume (created from brush), but it's not solid surface, then there's probably one solution: func_button with extra-high speed, extra-small push and immediately return (can be hidden in wall and can have border saying "There's something, let's shoot").



_________________
Websites | Website forums | Downloads dir | Quake Live profile


Top
                 

Mercenary
Mercenary

Joined: 07 Oct 2009
Posts: 203
PostPosted: 04-21-2012 08:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Maybe use the clip shader for a func_button so its invisible.




Top
                 

Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 04-21-2012 09:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Theftbot wrote:
Maybe use the clip shader for a func_button so its invisible.

Or this... There are more options, how to make secret button (the clip shader is useful, when making trapdoor button, the bulleye)



_________________
Websites | Website forums | Downloads dir | Quake Live profile


Top
                 

Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36614
PostPosted: 04-21-2012 12:27 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Theftbot wrote:
Maybe use the clip shader for a func_button so its invisible.

This is a good idea. Maybe make two brushes then, one with weapclip and one with missileclip.



_________________
Get mods & maps at Engines of Creation


Top
                 

Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36614
PostPosted: 04-21-2012 12:30 PM           Profile   Send private message  E-mail  Edit post Reply with quote


CZghost wrote:
Theftbot wrote:
Maybe use the clip shader for a func_button so its invisible.

Or this... There are more options, how to make secret button (the clip shader is useful, when making trapdoor button, the bulleye)

You keep missing the point. The problem is that he needs an invisible damage sensitive trigger so it doesn't add up to the brush limit of the 20 brush competition.



_________________
Get mods & maps at Engines of Creation


Top
                 

Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 419
PostPosted: 04-21-2012 08:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


Not meaning to thread highjack, but I also have a trigger question, similar to the OP.
I want to set up a delayed teleporter. Basically my map is a little tropical island set in an ocean. When players fall in the water I want to teleport then back on to land after a few seconds swimming about. Trigger_multiple has no wait key, neither does target_teleport or target_relay or misc_teleport_dest. Does anybody have any ideas how to set this up? I thought about setting up a secret room with a clip door or button that I could use to cause the delay. I am not sure how this would work if several players dropped into the water at the same time.




Top
                 

Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 04-21-2012 11:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
Not meaning to thread highjack, but I also have a trigger question, similar to the OP.
I want to set up a delayed teleporter. Basically my map is a little tropical island set in an ocean. When players fall in the water I want to teleport then back on to land after a few seconds swimming about.

It's possible, though. My advice would be coonecting four entities (trigger_multiple with wait key 0 connect to target_delay with wait key you want, this connect to target_teleporter, which should be connected with misc_teleporter_dest) in the row you see.
dONKEY wrote:
Trigger_multiple has no wait key, neither does target_teleport or target_relay or misc_teleport_dest. Does anybody have any ideas how to set this up? I thought about setting up a secret room with a clip door or button that I could use to cause the delay.

Trigger_multiple has wait key, which allows you to set interval of activable state (if you'll set wait key to 60, trigger will be inactivable for 1 minute.)
dONKEY wrote:
I am not sure how this would work if several players dropped into the water at the same time.

I'm not sure, too, but it should work (try with your friends the regentube in q3dm10)...



_________________
Websites | Website forums | Downloads dir | Quake Live profile


Top
                 

Commander
Commander

Joined: 05 Jun 2008
Posts: 117
PostPosted: 04-22-2012 01:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
Not meaning to thread highjack, but I also have a trigger question, similar to the OP.
I want to set up a delayed teleporter. Basically my map is a little tropical island set in an ocean. When players fall in the water I want to teleport then back on to land after a few seconds swimming about. Trigger_multiple has no wait key, neither does target_teleport or target_relay or misc_teleport_dest. Does anybody have any ideas how to set this up? I thought about setting up a secret room with a clip door or button that I could use to cause the delay. I am not sure how this would work if several players dropped into the water at the same time.


Did same setup with a func_door. In your case: trigger_multible > target_delay (wait key) > target_teleporter > misc_teleporter_dest




Top
                 

Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 419
PostPosted: 04-22-2012 03:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Oh ok, forgot about func_delay. Will see what I can do :)




Top
                 

Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 04-22-2012 03:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
I'm not sure, too, but it should work (try with your friends the regentube in q3dm10)...



_________________
Websites | Website forums | Downloads dir | Quake Live profile


Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group