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>> No.4180305 [View]
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4180305

>>4180285
You're correct- the spike shooter is activating the button, so the button sees the shooter as its 'enemy' and sends the message to the trap which obviously can't do anything with it. There's a way around that; instead of having the spikeshooter hit a button, replace the button with a brush entity (i.e. just change the classname) with a classname of "InitTrigger." Then delete all the other fields and add the following so it looks something like this:

"classname" "InitTrigger" //the capital letters are important!
"touch" "multi_trigger" //again, case-sensitive; this bit makes the entity act like a trigger_multiple when any non-worldspawn entity makes contact with it. spike shooters will trigger it once; if a player touches it it'll keep refiring as long as they're touching it and func_walls or doors will also trigger it so be careful
"wait" "x" //how long before the trigger can be activated again; useful if the player can activate the spike shooter repeatedly
"message" "y" //this is where your message goes, obviously
"enemy" "1" //here's where the magic happens: in singleplayer, the player is always edict 1. by setting the player as the entity's enemy ahead of time, the message gets sent to the player instead of the trapshooter!

I used a bunch of spike shooters and InitTriggers in webm related: https://webmshare.com/play/aoGZv and after a bit of tweaking it worked out fine. Very entity-intensive, though, I've got fucking 30 separate entities just for the message bits, but it'll be way less assuming you're just making a single logic gate with a message and not three separate triggers for one of five pseudo-random messages.

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