A re-spawnable func_physbox

A re-spawnable func_physbox

Re: A re-spawnable func_physbox Posted by Condus Mundus on Wed Feb 16th 2011 at 12:46am
Condus Mundus
169 posts
Posted 2011-02-16 12:46am
169 posts 118 snarkmarks Registered: Apr 24th 2010 Occupation: Thinking up random profile details Location: Forty minutes south of Nowhere.
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
Now remember kids. Asking questions is a good way to get censored by the government.
Re: A re-spawnable func_physbox Posted by Condus Mundus on Wed Feb 16th 2011 at 11:13pm
Condus Mundus
169 posts
Posted 2011-02-16 11:13pm
169 posts 118 snarkmarks Registered: Apr 24th 2010 Occupation: Thinking up random profile details Location: Forty minutes south of Nowhere.
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.
Now remember kids. Asking questions is a good way to get censored by the government.
Re: A re-spawnable func_physbox Posted by Le Chief on Thu Feb 17th 2011 at 12:26am
Le Chief
2605 posts
Posted 2011-02-17 12:26am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
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.
Aaron's Stuff
Re: A re-spawnable func_physbox Posted by haymaker on Thu Feb 17th 2011 at 10:25pm
haymaker
439 posts
Posted 2011-02-17 10:25pm
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
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.
Re: A re-spawnable func_physbox Posted by Condus Mundus on Sat Feb 19th 2011 at 3:23am
Condus Mundus
169 posts
Posted 2011-02-19 3:23am
169 posts 118 snarkmarks Registered: Apr 24th 2010 Occupation: Thinking up random profile details Location: Forty minutes south of Nowhere.
haymaker said:
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.
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.
Now remember kids. Asking questions is a good way to get censored by the government.