So, what I am trying to accomplish is this:
1. The player presses a button, after a few seconds a func_brush begins to "fade in" in the spot the Physbox is going to be in a minute (I can get this to work).
2. After a minute or so the func_brush is toggled invisible (I can also do this part) and the physbox is spawned.
I also need it to have a limit on how many of these physboxes can exist at a time.
I vaguely remember an entity that can take a template entity and reproduce it when triggered but I can't remember which one this is nor how to set it up.
If someone could give me a basic overview or a page on the VDC that goes into this that would be awesome.
Thanks
1
Re: A re-spawnable func_physbox
Posted by Condus Mundus on Wed Feb 16th at 12:46am 2011

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Posted by Condus Mundus on Wed Feb 16th at 12:46am 2011
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Re: A re-spawnable func_physbox
Posted by Condus Mundus on Wed Feb 16th at 11:13pm 2011

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Posted by Condus Mundus on Wed Feb 16th at 11:13pm 2011
I realize I may have not been clear on one point, I cannot use the VDC's search function because of my web provider's content filter gone awry which is why I ask for information in this way.
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Re: A re-spawnable func_physbox
Posted by Le Chief on Thu Feb 17th at 12:26am 2011
Posted by Le Chief on Thu Feb 17th at 12:26am 2011
Hmm sorry I can't help you on this one.
Maybe take a look through the Half-Life 2 entity list and see if you can find any entities that would help.
Maybe take a look through the Half-Life 2 entity list and see if you can find any entities that would help.
Re: A re-spawnable func_physbox
Posted by haymaker on Thu Feb 17th at 10:25pm 2011
http://developer.valvesoftware.com/wiki/Point_template
You must use it in conjunction with logic_auto for teh first instance "on map spawn > ( named ) point_template > ForceSpawn ( named target entity )"
I'm typing that from memory, also iirc there are some other options in logic_auto to try to get that to fire up.
Posted by haymaker on Thu Feb 17th at 10:25pm 2011
Accepted Answer
the entity you want is point_templatehttp://developer.valvesoftware.com/wiki/Point_template
You must use it in conjunction with logic_auto for teh first instance "on map spawn > ( named ) point_template > ForceSpawn ( named target entity )"
I'm typing that from memory, also iirc there are some other options in logic_auto to try to get that to fire up.
Re: A re-spawnable func_physbox
Posted by Condus Mundus on Sat Feb 19th at 3:23am 2011
Thanks for the link, fortunately I cleared up the filter issue just a little while ago and found this entity on my own. Thanks for the help though.

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Posted by Condus Mundus on Sat Feb 19th at 3:23am 2011
Quoting haymaker
the entity you want is point_template
http://developer.valvesoftware.com/wiki/Point_template
You must use it in conjunction with logic_auto for teh first instance "on map spawn > ( named ) point_template > ForceSpawn ( named target entity )"
I'm typing that from memory, also iirc there are some other options in logic_auto to try to get that to fire up.
http://developer.valvesoftware.com/wiki/Point_template
You must use it in conjunction with logic_auto for teh first instance "on map spawn > ( named ) point_template > ForceSpawn ( named target entity )"
I'm typing that from memory, also iirc there are some other options in logic_auto to try to get that to fire up.
Thanks for the link, fortunately I cleared up the filter issue just a little while ago and found this entity on my own. Thanks for the help though.
Condus Mundus
member
169 posts
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Registered: Apr 24th 2010
Location: Forty minutes south of Nowhere.
Occupation: Thinking up random profile details
Now remember kids. Asking questions is a good way to get censored by the government.
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