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target_activate/target_deactivate Rate Topic: -----

#1 User is offline   Kolossus Icon

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Posted 26 June 2014 - 09:12 PM

I was browsing around for ways to activate/deactivate a trigger brush (actually 2) through the press of a button but I don't have these two entities. Are they gone for good in Urban Terror or can I do the same in some other way?

#2 User is offline   Iye Icon

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Posted 26 June 2014 - 11:46 PM

hm. i remeber reading stuff about that some time ago. but i dont think UrT has it.
You could just try. (which might work, though i doubt it, since the compiler would probably just ignore them)
a possible workaround is to make the button 'lower' the floor, or better a player clip on it (as a door) by the smallest amount possible, revealing the trigger brush.
A more simple way would be to just have a door in front of the trigger.

i did stuff like that for the spawn unlock idea. i thought about the possibilities for it to require two players to unlock a spawn. like one presses a button to open a door and the other one heads in an activates the actual switch.

This post has been edited by Iye: 26 June 2014 - 11:48 PM

Sorry for my bad spelling - I am still asleep. :)

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#3 User is offline   Kolossus Icon

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Posted 29 June 2014 - 06:04 PM

I need to just turn them on and off at will... or at the press of a button. But when off, there shouldn't be anything in there so... what to do? I'd assign a func_door but I cannot have 2 entities, as in a trigger AND door in the same brush.

#4 User is offline   Iye Icon

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Posted 29 June 2014 - 11:33 PM

nah. the idea is to have a trigger brush covering the ground.
Then do a door brush in right the same position, set it to move down on trigger and trigger it on the button/whatever.

So it will "reveal" the trigger brush. before you would walk on the door, after its triggered you walk on the real floor (which is why the door should probably only be a flat clip brush)
and inside the trigger brush, so it would trigger something now.
Sorry for my bad spelling - I am still asleep. :)

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#5 User is offline   Kolossus Icon

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Posted 30 June 2014 - 10:12 AM

The problem is that the brush is standing up so the players are supposed to walk through it. I cannot add physical barriers because when deactivated, players should be able to walk through. :)

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#6 User is offline   Iye Icon

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Posted 02 July 2014 - 01:34 PM

its not about blocking access to the whole area, but about blocking players from getting inside the trigger brush. ill do a sketch and/or a small demo when i get home.
Sorry for my bad spelling - I am still asleep. :)

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#7 User is offline   Kolossus Icon

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Posted 02 July 2014 - 06:14 PM

Ok thank you! :) I understood what you mean, but I want to see if you mean something else too. :D

#8 User is offline   Iye Icon

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Posted 02 July 2014 - 06:38 PM

Soo....
just managed to compile it. (gtks default q3map2 somehow crashed...)


simple paint img showing the idea: (paint is awesome. :P)
Spoiler



Downloads:
Sketch | Mediafire, 33 KB
.pk3 | Mediafire, 34 KB ; .map included

HF :)

This post has been edited by Iye: 02 July 2014 - 06:40 PM

Sorry for my bad spelling - I am still asleep. :)

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#9 User is offline   Kolossus Icon

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Posted 02 July 2014 - 06:42 PM

What does the arrow from the trigger brush to the door represent? Thanks! It's not exactly my situation but I think I can tweak it. :D

This post has been edited by Kolossus: 02 July 2014 - 06:43 PM


#10 User is offline   Iye Icon

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Posted 02 July 2014 - 08:32 PM

the red hand drawn arrows simply represent triggering. so the trigger brush activates the door. nothing special about it.
Just note that all the doors should have trigger_only set. :)
Sorry for my bad spelling - I am still asleep. :)

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