Re: Triggering a prop_respawnable to break
Posted by Joe-Bob on
Sat Dec 18th 2004 at 12:59am
Posted
2004-12-18 12:59am
Joe-Bob
member
180 posts
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Registered:
Dec 3rd 2004
I have a pit in my map that the clients
cannot reach or see without dying, but they can shoot physics objects down there.
Anyway, I put a giant trigger_multiple over the entire floor and told
it to break !activator on touch, and set the flags to physics objects.
Anyway, my prop_physbox reacts to this fine. However, the models
get cooky. They tend to fall through the floor, get stuck in the floor,
or just sit there. While they are broken and don't even clip to the
world, they are still rendering and aren't respawning.
Anybody know how to break a prop_respawnable so that it can spawn again on its own?
Re: Triggering a prop_respawnable to break
Posted by omegaslayer on
Sat Dec 18th 2004 at 1:10am
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Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
I think those respawnables stop rendering (get taken out entirely) after a set ammount of time.
Re: Triggering a prop_respawnable to break
Posted by Joe-Bob on
Sat Dec 18th 2004 at 1:21am
Joe-Bob
member
180 posts
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Registered:
Dec 3rd 2004
The problem is that there if there is something below, you can see them
dangling from the floor. Also, they don't respawn. They
will respawn when broken normally, but they don't when triggered.
I might just have to use point_templates, but that would be a real pain.
Re: Triggering a prop_respawnable to break
Posted by RacerX on
Sat Dec 18th 2004 at 4:01am
RacerX
member
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Nov 4th 2004
Funnel everything into a damaging beam or field of some sort? Just a guess.
Re: Triggering a prop_respawnable to break
Posted by Joe-Bob on
Sat Dec 18th 2004 at 5:13am
Joe-Bob
member
180 posts
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Registered:
Dec 3rd 2004
Well, I figured out something I'm happy with. I ended up looking at how DM_Lockdown did it.
It would be a pain to describe, but it's on your computer to look at if you want :smile:
Re: Triggering a prop_respawnable to break
Posted by Finger on
Tue Jan 11th 2005 at 8:39pm
Finger
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Oct 13th 2001
I'm wondering if you could elaborate on how you solved this problem. I have a similar situation with the map I'm desperately trying to finish up for the comp. I have lots of spots where the player can throw objects out of the playable space, and really don't want to use cheesy 'invisible walls' to keep the objects from escaping. I would much rather have a trigger_multiple that destroys and respawns the object.
As I've seen in other posts, people have had similar problems with the objects not respawning..... there must be a way to do this successfully. I'm running short on time so If anyone has a clean and simple solution to this problem, I would appreciate your help. :biggrin: