hostages triggering events

hostages triggering events

Re: hostages triggering events Posted by RadiKal on Sun Feb 27th 2005 at 3:35am
RadiKal
55 posts
Posted 2005-02-27 3:35am
RadiKal
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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
180 posts
Posted 2005-02-27 3:58am
Joe-Bob
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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
XenNetwork
58 posts
Posted 2005-02-28 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
55 posts
Posted 2005-03-01 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
1825 posts
Posted 2005-03-01 4:55am
DrGlass
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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
Atrocity
221 posts
Posted 2005-03-01 9:40pm
Atrocity
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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
RadiKal
55 posts
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
Rof
210 posts
Posted 2005-03-02 12:15am
Rof
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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.