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triggers

Posted: Sat Apr 21, 2012 3:14 am
by j3st3r
Can a trigger_multiple be set up to activate only by taking damage rather than touch like the func_button?

Re: triggers

Posted: Sat Apr 21, 2012 5:59 am
by Theftbot
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.

Re: triggers

Posted: Sat Apr 21, 2012 10:11 am
by j3st3r
Well I ran out of brushes so I was hoping there was a way to do it without the button.

Re: triggers

Posted: Sat Apr 21, 2012 11:38 am
by Eraser
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

Posted: Sat Apr 21, 2012 1:32 pm
by CZghost
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

Posted: Sat Apr 21, 2012 4:26 pm
by Theftbot
Maybe use the clip shader for a func_button so its invisible.

Re: triggers

Posted: Sat Apr 21, 2012 5:26 pm
by CZghost
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)

Re: triggers

Posted: Sat Apr 21, 2012 8:27 pm
by Eraser
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.

Re: triggers

Posted: Sat Apr 21, 2012 8:30 pm
by Eraser
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.

Re: triggers

Posted: Sun Apr 22, 2012 4:21 am
by dONKEY
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

Posted: Sun Apr 22, 2012 7:04 am
by CZghost
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)...

Re: triggers

Posted: Sun Apr 22, 2012 9:45 am
by neoplan
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

Re: triggers

Posted: Sun Apr 22, 2012 11:02 am
by dONKEY
Oh ok, forgot about func_delay. Will see what I can do :)

Re: triggers

Posted: Sun Apr 22, 2012 11:30 am
by CZghost
I'm not sure, too, but it should work (try with your friends the regentube in q3dm10)...