Re: trigger_hurt
Posted by blu_chze on
Mon Apr 5th 2004 at 5:17am
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Occupation: Student
Location: Perth, West Australia
troubles with trigger_hurt here.
Basically what i want to do is make a trigger_hurt able to be turned 'off' with the use of a button. For example, a large puddle electrified because of live cabling from a light, and 'using' the switch to cut the electricity. teh 'electricity' of course been a trigger_hurt.
i know that seting targets typically does what im asking but for some reason not on this
if this is a physical impossibility im happy to stick with invisible lasers....
all comments appreciated
Re: trigger_hurt
Posted by Andrei on
Mon Apr 5th 2004 at 7:56am
Andrei
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You could use a relay to turn it off.
Re: trigger_hurt
Posted by scary_jeff on
Mon Apr 5th 2004 at 8:47am
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Aug 22nd 2001
I think those airstrike maps would be somewhat annoying if it wasn't possible to have the trigger_hurt turned off when the map loads :smile:
Re: trigger_hurt
Posted by Gollum on
Tue Apr 6th 2004 at 2:43pm
Gollum
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I think the one you remember is the "how to combine VISgroups when the list is longer than the dialog box" example. But there are plenty of other things I learned from you Orph - they just are not so striking, so they get forgotten :smile:
The same, of course, is true of many other people around here from whom I have picked up tips/ideas/techniques/whatever. I can't recall who inspired me to stop using the toolbars and start using keyboard shortcuts, but it came very late in my mapping career. And whoever first pointed me to -onlyents I should like to kiss.
He knows much who knows he knows nothing :wink:
Re: trigger_hurt
Posted by Gollum on
Tue Apr 6th 2004 at 2:52pm
Gollum
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The problem is that you can't use the mouse to move the scrollbar and to drag a VISgroup at the same time.
The solution was....drumroll.....use the arrow keys to nudge the scrollbar! I was mapping for years before I found that out.
Re: trigger_hurt
Posted by KungFuSquirrel on
Tue Apr 6th 2004 at 2:55pm
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Occupation: Game Design, LightBox Interactive
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Ahhhh, right. Ok. I got confused for a second by what you meant; I thought you meant just the VisGroup window itself. :smile: Oops :razz:
Re: trigger_hurt
Posted by Orpheus on
Thu Apr 8th 2004 at 1:28am
Orpheus
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if you are going to use CJ's idea, why did you mark grims blue?
Re: trigger_hurt
Posted by Jinx on
Thu Apr 8th 2004 at 4:00am
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supposedly valve actually uses huge trigger_hurts for the 'nuke' effect maps. I prefer game_zone_player, though... that way you can define the SAFE area, and anyone NOT within it get zapped.
Re: trigger_hurt
Posted by pepper on
Sat Apr 10th 2004 at 5:32pm
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Location: holland
erm, so what?? i dont give a ** about those snark marks