Re: Trigger resetting
Posted by JFry on
Mon Sep 13th 2004 at 5:13pm
JFry
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I suppose you could have a trigger_multiple target a multimanager. With the mm you could target the floor collapsing and also target a trigger_relay with a killtarget aimed at the trigger_multiple. I don't see why the trigger_once isn't working but that could be a workaround.
Re: Trigger resetting
Posted by Adam Hawkins on
Mon Sep 13th 2004 at 8:47pm
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Or just make the collapsing floor out of a func_door - which has a 'delay before reset' property?
Re: Trigger resetting
Posted by Mor7y on
Mon Sep 20th 2004 at 8:58pm
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I'll try to fix this in the morning after a good night sleep, and see what gives the best result :smile:
Re: Trigger resetting
Posted by Andrei on
Mon Sep 27th 2004 at 9:03am
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The breaking floor is a func_breakable, right? Why dont you just drop the trigger_once idea and tick the breakable's pressure flag (or the touch one if that doesnt work). It should collapse when you walk on it. I guess.
Re: Trigger resetting
Posted by Mor7y on
Thu Oct 14th 2004 at 1:35pm
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Andrei, that's not all. I have a func_breakable that is over your head, and people wouldn't have a slight idea what to do if it didn't break. And I have a kind of fun_plat I think, that lifts a person up when walking on it. Trigger_once :smile: But ok, NOW i will compile with one of the above suggestions :smile: