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Bending a trigger_multiple

Posted: Thu Aug 12, 2004 5:07 am
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?

brushes

Posted: Thu Aug 12, 2004 5:49 am
by tltrude
You can make both brushes one trigger. Or, have one trigger target the other.

You can't bend brushes!

Posted: Thu Aug 12, 2004 7:48 am
by PsychoE
how can i make both into one trigger?

Posted: Thu Aug 12, 2004 9:28 am
by jv_map
It won't work... triggers only work properly when made box-like...

Posted: Thu Aug 12, 2004 10:18 am
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?

Posted: Thu Aug 12, 2004 7:56 pm
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.

Posted: Thu Aug 12, 2004 11:12 pm
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.

Posted: Thu Aug 12, 2004 11:21 pm
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.

Posted: Fri Aug 13, 2004 3:16 am
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.

Posted: Fri Aug 13, 2004 3:31 am
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~

trigger

Posted: Fri Aug 13, 2004 4:35 am
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?

Re: trigger

Posted: Fri Aug 13, 2004 1:08 pm
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.

Posted: Fri Aug 13, 2004 5:14 pm
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:
Image