triggers
Re: triggers
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.
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.
Re: triggers
Well I ran out of brushes so I was hoping there was a way to do it without the button.
Re: triggers
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.
Re: triggers
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").
Re: triggers
Maybe use the clip shader for a func_button so its invisible.
Re: triggers
Or this... There are more options, how to make secret button (the clip shader is useful, when making trapdoor button, the bulleye)Theftbot wrote:Maybe use the clip shader for a func_button so its invisible.
Re: triggers
This is a good idea. Maybe make two brushes then, one with weapclip and one with missileclip.Theftbot wrote:Maybe use the clip shader for a func_button so its invisible.
Re: triggers
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.CZghost wrote:Or this... There are more options, how to make secret button (the clip shader is useful, when making trapdoor button, the bulleye)Theftbot wrote:Maybe use the clip shader for a func_button so its invisible.
Re: triggers
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.
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.
Re: triggers
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: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 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: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'm not sure, too, but it should work (try with your friends the regentube in q3dm10)...dONKEY wrote:I am not sure how this would work if several players dropped into the water at the same time.
Re: triggers
Did same setup with a func_door. In your case: trigger_multible > target_delay (wait key) > target_teleporter > misc_teleporter_destdONKEY 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.
Re: triggers
Oh ok, forgot about func_delay. Will see what I can do 
