Re: hostages triggering events
Posted by RadiKal on
Sun Feb 27th 2005 at 3:35am
RadiKal
member
55 posts
265 snarkmarks
Registered:
Dec 24th 2004
Occupation: student
Location: USA
I was just wondering how I can get hostages (or bots or any NPCs) to be able to trigger events. Is it a trigger multiple? If so, what flags should be set?
Re: hostages triggering events
Posted by Joe-Bob on
Sun Feb 27th 2005 at 3:58am
Joe-Bob
member
180 posts
77 snarkmarks
Registered:
Dec 3rd 2004
I don't map for CSS, but you should experiment by making multiple
triggers which do something obvious. Then, make your hostages
walk over all the triggers and find out which ones do what. (Make
sure that the player isn't the one walking over the triggers).
After all that, you should probably filter that trigger for a
filter_name entity. Set the filter_name entity to the hostage.
Re: hostages triggering events
Posted by XenNetwork on
Mon Feb 28th 2005 at 2:11am
58 posts
66 snarkmarks
Registered:
Jan 25th 2005
Location: USA
On triggers go under the flags tab, and see if theres a hosteages option...Just a thought
Re: hostages triggering events
Posted by RadiKal on
Tue Mar 1st 2005 at 4:25am
RadiKal
member
55 posts
265 snarkmarks
Registered:
Dec 24th 2004
Occupation: student
Location: USA
thats what i tried to do... but they dont' trigger anything... anyone know what the npc checkbox is for then??
Re: hostages triggering events
Posted by DrGlass on
Tue Mar 1st 2005 at 4:55am
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
This is just a shot in the dark, but could you make an invisible object
that will trigger events (like some kind of func_brush type object) and
then parent that to the hostage.
So the hostage will 'drag' the triggering object over the trigger.
Re: hostages triggering events
Posted by Atrocity on
Tue Mar 1st 2005 at 9:40pm
221 posts
152 snarkmarks
Registered:
Sep 1st 2003
Occupation: Level Designer/Student
Location: Toronto Ohio
Or you could havethe flag under the trigger entity set to NPC :smile:
Re: hostages triggering events
Posted by RadiKal on
Wed Mar 2nd 2005 at 12:10am
Posted
2005-03-02 12:10am
RadiKal
member
55 posts
265 snarkmarks
Registered:
Dec 24th 2004
Occupation: student
Location: USA
that's what I tried initially and it does nothing... The invisible box following the hostage may work, but it would be a true hack job and wouldn't work for bots. I'm just gonna fiddle with it some more i spose
Re: hostages triggering events
Posted by Rof on
Wed Mar 2nd 2005 at 12:15am
Posted
2005-03-02 12:15am
Rof
member
210 posts
41 snarkmarks
Registered:
Dec 3rd 2004
What about give the hostage entities a name, and using a
trigger_multiple with "everything" set in the spawnflags, but filtered
using a filter_activator_name to only the hostage's name.
(If the hostage_entity doesn't have a name field, you might have to
enter the hostage_entity name by turning off smartedit, and entering it
as the "targetname".)
You could probably give all hostages the same name, and it would still work.
Or using "hostage_entity" as the class for a filter_activator_class might work, too.