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Thread: Trigger load bug

  1. #11
    Assadministrator IzNoGoD's Avatar
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    Make your own trigger_use_touch by using a trigger_multiple with a hud element ("Press F to activate") and a custom script.
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

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    kung foo man (16th November 2020),pollo (15th November 2020)

  3. #12
    Private pollo's Avatar
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    Quote Originally Posted by IzNoGoD View Post
    Make your own trigger_use_touch by using a trigger_multiple with a hud element ("Press F to activate") and a custom script.
    Thx, will do this

    Btw, is there any way to simulate a trig_damage as well by script? By libcod maybe? I thought to use setAlive but maybe there are other options. Will test this afternoon

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    kung foo man (16th November 2020)

  5. #13
    Assadministrator IzNoGoD's Avatar
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    Quote Originally Posted by pollo View Post
    Thx, will do this

    Btw, is there any way to simulate a trig_damage as well by script? By libcod maybe? I thought to use setAlive but maybe there are other options. Will test this afternoon
    Setalive() turns stuff (script_brushmodel for example) into a trigger_damage with a damage notify.
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

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    kung foo man (16th November 2020),pollo (15th November 2020)

  7. #14
    Private pollo's Avatar
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    Quote Originally Posted by IzNoGoD View Post
    Setalive() turns stuff (script_brushmodel for example) into a trigger_damage with a damage notify.
    That's perfect then I'll report back after testing it

  8. #15
    Private pollo's Avatar
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    Update on this:

    I remade all of the buggy triggers from scratch, but now making sure they don't collide with any other brushes around (for doors that need the trigger to be at both sides, I did Mitch's technique; making 2 brushes, 1 per each side, and then making them a single entity). By doing this, the trigs from the jail were fixed, but there was another that still was bad (one of the doors). However, setting a different width/height for that trigger also fixed it. The only buggy one now is this trig_damage, that I'm gonna try to do through libcod.

    So all in all, apparently this is fixed by trial and error

    Last edit:

    Trig dmg also fixed, I just moved and rotated it to a near position. All works now
    Last edited by pollo; 16th November 2020 at 02:15.

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