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Posted: March 25th, 2006, 1:07 am
by Luke
I don't know if this applies to ur problem but i've found trigger_use a bit of pain in that it is able to be activated within a range away from the actual trigger brush.. so even tho the trigger brush is the other side of a wall u can still use it if its within a certain range of the player

I'd like to know if theres a way around this...
Posted: March 25th, 2006, 1:20 am
by Soviet
doesn't currently apply in my case but in may in the future...this is an interesting problem, even after giving the trigger brushes different names the activation area is still in between them...
Posted: March 25th, 2006, 2:18 am
by Drofder2004
Luke wrote:I don't know if this applies to ur problem but i've found trigger_use a bit of pain in that it is able to be activated within a range away from the actual trigger brush.. so even tho the trigger brush is the other side of a wall u can still use it if its within a certain range of the player

I'd like to know if theres a way around this...
There is a way around it indeed. Quite a smart little trick tbh.
Simply make 2 trigger uses. 1 on each side of the wall.
On the side of the wall the trigger should not be able to be activated, use a trigger with a hint of "noactivate" . (Check trigger tut)
You can A good way of doing this is to build a box around the trigger (not too big of a box).
Posted: March 25th, 2006, 2:45 am
by Soviet
i have some models in my map, but they aren't clipped, how do i clip them?
Posted: March 25th, 2006, 3:10 am
by Nightmare
you can use the red clip texture, or if you want it to have a specific sound, then pick clip metal (for metal sound) or others
Posted: March 25th, 2006, 4:56 am
by Soviet
ok, but when i make the clip brush a cylinder for a barrel it appears as the no texture texture when testing in game...
Posted: March 25th, 2006, 6:04 am
by Nightmare
the clip texture is invisible, its kind of like nodraw
Posted: March 25th, 2006, 2:36 pm
by Drofder2004
Models will automatically clip themselves if you have installed everything correctly.
If they dont, then you need to open pka5.pk3 and copy and paste "collmaps" and "env" into you textures directory.
So you should have...
textures<collmaps
textures<env
Then recompile. They should be solid.
Posted: March 26th, 2006, 6:23 pm
by Soviet
what textures folder are you talking about?
Posted: March 26th, 2006, 11:57 pm
by Luke
create a folder named textures in main, and put the collmaps and env folders in there
Posted: March 27th, 2006, 2:08 pm
by Drofder2004
Soviet wrote:what textures folder are you talking about?
Luke wrote:create a folder named textures in main, and put the collmaps and env folders in there
^^
Posted: March 27th, 2006, 2:34 pm
by Soviet
thanks luke and drofder

.
I am now going into detail on something to see if you guys have an idea on what to do. This is not even so much a correction as just help and suggestions. I have two levels on my map with an elevator which goes between them. I have a button to make it move on both the bottom and the top. When i put the trigger brushes over each one and go ingame, they have become one trigger brush that trigger as big as a trigger brush can be (i guess) in between the two. I don't know what to do besides have two buttons, any ideas?
Posted: March 27th, 2006, 3:25 pm
by Drofder2004
I'm confused on what your saying?
Its impossible for brushes to merge together to become 1 o.O
Posted: March 27th, 2006, 10:20 pm
by Soviet
i guess so. I copied and pasted the brush on the top and put it on the bottom. I changed the targetname and made an alternate script for the new trigger and linked to it in main .gsc. When i went to test it it was the same as it always was
Posted: March 27th, 2006, 10:25 pm
by Drofder2004
Soviet wrote:i guess so. I copied and pasted the brush on the top and put it on the bottom. I changed the targetname and made an alternate script for the new trigger and linked to it in main .gsc. When i went to test it it was the same as it always was
remake the trigger from scratch.