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The golden pot › DEV › Maps, Models and Mods › Trigger problem(GTKRadiant)
Trigger problem(GTKRadiant)
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Delucia
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Joined: May 26, 2008
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PostPosted: Wed Oct 28, 2009 3:19 pm    Post subject: Trigger problem(GTKRadiant) Reply with quote

i started my second map.Here is the problem:

first i made a brush and closed it.....Just above to it i made a second brush(for trigger) but i dont close since i made that brush for trigger_push(With trigger texture)..then i closed it too.....
After that i went to the location where i put my target_position..Then after, i firstly choose trigger_push and secondly target_position and connect them by using ctrl+k or connect button...Yes, i can see their connection in gtk radiant...When i test the map, nothing happens when i touch to the trigger brush.... Ftw---------What is wrong ???

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Joki
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Joined: Apr 16, 2008
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PostPosted: Wed Oct 28, 2009 5:18 pm    Post subject: Re: Trigger problem(GTKRadiant) Reply with quote

what do you mean by "and closed it"???

all brushes are "closed" because the q3 engine only handles convex brushes. if you create a concav brush, it will split up by CSG into multiple brushes.

also if you forgot to put the texture common/trigger on the brush BEFORE turning it into a trigger, the radiant will interpret this as your attempt to connect WORLDSPAWN (all brushes that dont have common/trigger on it BEFORE turning them into a trigger will be treated as such. every "normal" brush that caves out the "world" is part of that big worldspawn-entity.) with the trigger-target, which can fuck up lot of stuff in the map. try to delete both parts (the target and the button) and start again in the correct order. and backup your maps regularly. :]

alternatively upload your map somewhere and ill have a look.

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Joki
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Joined: Apr 16, 2008
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PostPosted: Sat Oct 31, 2009 12:01 am    Post subject: Re: Trigger problem(GTKRadiant) Reply with quote

First of all: I havent found the problem. It seemed to be connected correctly. :(

But also thats not exactly how trigger_push works. You dont put it where the end point should be, the player will be pushed in a curve. Here is an example of q3dm17.



So you'd have to "shoot" the player in a curve and above this distance it would be really hard to get a perfect curve and require a LOT of testing and compiling. (I'Ve heard there is a plugin for the radiant that will show the curve of a player pushed inside the radiant thou)

also:

you dont need a trigger_hurt inside lava. Lava keels by default if i remember right. But then again i guess you need it if you give people a battle suit. also change its spawn time to 1 second maybe.

Also you should not have 2 brushes taking up the same physical space in general. there are some exceptions like when you have a nodrop-area inside lava it would silly to leave out the lava in this area. for instance the the slick area and the brush are taking up the same physical space! to fix this, select the brush, press X and cut off the lower part. (alternatively select the slick-part, and then click on CSG-substract. But rather use the Clipper-tool, CSG-subtract and CSG-hollow can cause a LOT of serious problems)

And maybe add a flat bigger layer on bottom of the lava with common/nodrop texture maybe so things will not staple inside the lava. in this case it would be ok to have 2 brushes inside each other. Oh and the trigger_hurt brush inside the lava is also perfectly fine of course, because it is a trigger.

Also the 2nd trigger_push that should push the player from the rocket launcher to the top brush and bounce it off in a 45° angle won't work. The player loses a lot of speed when he hits that, so it will drop pretty fast after it hit that brush. you'd have to use really strong push and keep the angle a lot wider to make it bounce 45°.

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