Re: trigger_camera on map start?
Posted by Degenatron on
Mon Jun 27th 2011 at 5:25pm
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Occupation: IT Professional
Location: USA
My first reflex is to say, "Use a multisource in between the camera and the trigger_auto and be sure to put a slight delay on the trigger_auto to allow all of the entities to spawn in first."
But then I think, "Use a trigger_camera to do what?"
As I understand trigger_camera, it is like a button that causes the player who activated it to see the a cameras "eye". Without a person activating the camera, it won't do anything.
What exaactly are you trying to achieve?
D-Gen
Re: trigger_camera on map start?
Posted by Niborius on
Tue Jun 28th 2011 at 7:31am
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Location: The Netherlands
I am basically editing the half-life single player files using a Metamod pluggin called Stripper2. It allows you to remove or add new entities on existing maps.
Anyways, I have, for example, used it for the moment when you are in that fast red cart (when you have just completed the chapter "On A Rail" and I made it so that when the cart goes off track and breaks the func_breakable at the end, the camera is triggered for a cool camera view.
It's only for private use really, so it's not a mod or anything that I'm making.
Re: trigger_camera on map start?
Posted by Degenatron on
Tue Jun 28th 2011 at 3:16pm
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Registered:
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Occupation: IT Professional
Location: USA
I see. That gets tricky because it requires the player to "use" the trigger. I'm not sure if it's possible to use it the way you are trying to.
I'll have to test it to find out.
If the tigger_camera is a brush based entity, then you may need to build an actual brush that surrounds the player so that when it is triggered, it affects the player within it.
I don't know if Stripper has the ability it place brushed based entities. I was under the impression that it only did point entities, but I have no experience with it, so it is very likely I'm wrong about that.
D-Gen