trigger_wind effect issue

trigger_wind effect issue

Re: trigger_wind effect issue Posted by Redclaws on Fri Jan 11th 2008 at 6:35pm
Redclaws
18 posts
Posted 2008-01-11 6:35pm
Redclaws
member
18 posts 509 snarkmarks Registered: Dec 1st 2007 Location: Washington DC, USA
So I have been playing around with a trigger_wind entity and it will blow stuff around like the cans and stuff the first time it is activated...after that it will not move the props again. I can turn on several trigger_winds in a row and they will all blow the objects around only the first time they are activated...then they will not move the props again. An interesting note...if I pickup one of the moved objects...lets say a can...then drop it while the wind is turned on...it will blow down the hall out of my hands. So I know for sure that the wind is working... It seems like the items (cans, bottle, food cartoons) all have a memory for which wind item already interacted with them. So I am curious what can be done to fix this little issue. I have set up my triggers correctly as I know to enable/disable stuff. Like I said, the wind is working after the first (activation) as when I pickup an item and drop them when I have reactivated the trigger_wind...the item will blow out of my hands when dropped....
All that you know is at an end.
Re: trigger_wind effect issue Posted by haymaker on Fri Jan 11th 2008 at 11:37pm
haymaker
439 posts
Posted 2008-01-11 11:37pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
trigger_wind I find pretty buggy, the trigger_vphysics_motion ( i think thats what its called ) is more reliable. AFAIK all the movement triggers require the object to have an initial velocity value, that's how it seems to me. ie a stationary object in the trigger will not generate any output.
Re: trigger_wind effect issue Posted by Redclaws on Sat Jan 12th 2008 at 12:32am
Redclaws
18 posts
Posted 2008-01-12 12:32am
Redclaws
member
18 posts 509 snarkmarks Registered: Dec 1st 2007 Location: Washington DC, USA
Yeah...that is a lot like DEDIT (AVP2) where you can have a damage trigger and if the player is motionless when the trigger volume is activated then the trigger fails to do any damage as there must be movement/velocity. I will say that the damage trigger in hammer seems to do it's job just fine.
All that you know is at an end.