Bending a trigger_multiple

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PsychoE
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Bending a trigger_multiple

Post by PsychoE »

is it the same as bending a regular brush?

I have a wall that is L shaped, and want to be able to destroy it by shooting at it or whatever. I had 2 triggers one goin up and one across. After compiling, i would shoot the wall from one angle, blow it up, but could then still shoot at the other trigger and get the "explodersmashed" effect. Any ideas out there?
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tltrude
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brushes

Post by tltrude »

You can make both brushes one trigger. Or, have one trigger target the other.

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PsychoE
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Post by PsychoE »

how can i make both into one trigger?
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jv_map
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Post by jv_map »

It won't work... triggers only work properly when made box-like...
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PsychoE
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Post by PsychoE »

Is this so simple a thing that I am overseeing how to do it? Can someone help pls. I have lots of trigger multiples with targetname explodertrigger. How would I link these 2 together?
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

no! just make 1 trigger. I think that what they mean. IF your brushes are the same hight and width(i tihnk i said that right) you can hit CTRL+U(remember it as ctrl+uNITE). But for a trigger, i'd make a new trigger.
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Post by Balr14 »

PsychoE wrote:Is this so simple a thing that I am overseeing how to do it? Can someone help pls. I have lots of trigger multiples with targetname explodertrigger. How would I link these 2 together?
Give them the same targetname.
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Post by lizardkid »

fungus that wont work. brushes are saved with their 6 distances from origin, as far as i know you cannot unit a brush to make it L shaped.

jsut give them the same targetname and set. if either is triggered they'll blow.
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PsychoE
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Post by PsychoE »

lizardkid wrote: jsut give them the same targetname and set. if either is triggered they'll blow.
That is how i originally had them, and when i blew up one trigger, the other trigger seemed to still exist. The exploder would disappear, the explodersmashed would be present, but i could shoot at the OTHER trigger and get the same "explosion" effect.
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Splaetos
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Post by Splaetos »

add a catch then.

if you are using the exploder system it reports self.exploded when its doen right? So if !self.exploded yadda yadda

Otherwise use some other variable to determine if its been 'fired' or not.

Ive never made seperate triegger_multiples the same targetname, usualy ive just used || statements, but in any case, its pretty easy to disable anything with a judiciously placed level.variable~
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tltrude
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trigger

Post by tltrude »

Splaetos is right, but I don't think PsychoE is advanced enough to understand it.

Why don't you just use one trigger and make it big enough to cover both spots?
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PsychoE
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Re: trigger

Post by PsychoE »

tltrude wrote:Splaetos is right, but I don't think PsychoE is advanced enough to understand it.
LMAO - U are exactly right on that part. I hardly understand the tuts and when I get something to work, it is by some sort of miracle.
tltrude wrote:Why don't you just use one trigger and make it big enough to cover both spots?
I thought of this, but because it creates an L shape to the wall, there would be a "dead zone" where someone would be essentially inside the trigger. I will try again and test that for sure tho. I can probably adjust it around enough to fix.
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Master-Of-Fungus-Foo-D
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Post by Master-Of-Fungus-Foo-D »

lizardkid wrote:fungus that wont work. brushes are saved with their 6 distances from origin, as far as i know you cannot unit a brush to make it L shaped.

jsut give them the same targetname and set. if either is triggered they'll blow.

no no NO! that NOT what i meant! i meant, i the two brushes are oh forget it! im drawing a picture!

CTRL+U(NITE) WONT WORK WITH TWO BRUSHES LIKE THIS! REPEAT! WONT WORK!
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CTRL+U(NITE) WILL WORK WITH TWO BRUSHES LIKE THIS!! REPEAT WILL WORK:
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