if it's flashbang, it only works once
if it's smoke grenade, it is repeatable but weird thing is: it seems to work only when smoke grenade stops (right before popping) in its area, doesn't work when smoke grenade just flies through it. (tested)
also smoke grenade can activate it even when technically outside of it, because it seems that as long as model touches it (grenade model spans maybe like 6 units so it can activate it even behind some thin wall), it's good.
not only that but grenade also gets launched in random direction after popping smoke and it doesn't lose possibility to activate it accidentally
Commented 4 months ago2024-07-09 09:10:10 UTC
in wiki page: func_guntargetComment #106239
cs 1.6:
since this entity works only once ("start on" flag kind of works like a trigger_auto), it is better to have it unchecked and have trigger_relay with targetname game_playerspawn target it with trigger state "on", so this entity will work every round.
this entity also takes damage from he grenades and env_explosions (all tested)
Commented 4 months ago2024-07-08 09:41:40 UTC
in wiki page: func_breakableComment #106237
cs 1.6:
-func_breakable with any material can be broken by grenade touch
-this works with or without targetname of it
-rendermode has to be something other than "normal" rendermode for this to work, if you wanted "normal", you can just use "solid" instead
this means that env_render can toggle its feature to be broken or not (tested)
Commented 5 months ago2024-05-31 21:47:25 UTC
in wiki page: env_shakeComment #106190
env_shake doesn't work for players who are not on ground at the moment env_shake is fired, at least in counter strike
even trigger_relay with trigger state on doesnt seem to bypass this, and neither does globalshake flag for env_shake
note that delay before trigger attribute can alter timing of firing
Commented 9 months ago2024-01-21 17:24:15 UTC
in vault item: Vanilla sprite trainComment #105910
angular velocity works, but it seems that model can only rotate around itself, not revolve around origin that is, for example, set far from train's center
if it's smoke grenade, it is repeatable but weird thing is: it seems to work only when smoke grenade stops (right before popping) in its area, doesn't work when smoke grenade just flies through it. (tested)
also smoke grenade can activate it even when technically outside of it, because it seems that as long as model touches it (grenade model spans maybe like 6 units so it can activate it even behind some thin wall), it's good.
not only that but grenade also gets launched in random direction after popping smoke and it doesn't lose possibility to activate it accidentally
since this entity works only once ("start on" flag kind of works like a trigger_auto), it is better to have it unchecked and have trigger_relay with targetname game_playerspawn target it with trigger state "on", so this entity will work every round.
this entity also takes damage from he grenades and env_explosions (all tested)
-func_breakable with any material can be broken by grenade touch
-this works with or without targetname of it
-rendermode has to be something other than "normal" rendermode for this to work, if you wanted "normal", you can just use "solid" instead
this means that env_render can toggle its feature to be broken or not (tested)
even trigger_relay with trigger state on doesnt seem to bypass this, and neither does globalshake flag for env_shake
note that delay before trigger attribute can alter timing of firing
-hostages need to be both used by players (+use) and be in rescue zone to be actually rescued