Posted 18 years ago2005-11-16 23:54:19 UTCPost #147529
it does work fine in source, i did it once for a test, had a little "teleport box" and a tube with a headcrab in it, the crab didnt survive, it teleported physics objects too, like a suitecase
Posted 18 years ago2005-11-17 02:36:13 UTCPost #147540
Well my plan was to make two glass rooms. One with CT and one with T. There would be a basketball hoop and everytime they made a basket it would be teleported into the other team's room.
Posted 18 years ago2005-11-18 04:15:28 UTCPost #147752
Well I made a entity env_explosion named "ct" and a Func_button with the target "ct" (health 30). I must have done something wrong. How do you get the button to trigger the explosion?
Posted 18 years ago2005-11-18 08:48:24 UTCPost #147772
What if you use a multi_manager, you could have the explosion triggered and have the button triggered just after that or while it explodes, but i don't know if that'll work so yeah
Posted 18 years ago2005-11-18 14:09:40 UTCPost #147821
maybe you should make it in source? everyone says you can teleport nades there (i dont blame you if you dont want to do it in source, im not ready for that either)
Posted 18 years ago2005-11-22 04:44:46 UTCPost #148307
The entity you should be using is not a func_button. Try using a button_target. When the grenade explodes, it will trigger it and it can trigger the env_explosion. The problem is that a button_target will also trigger the explosion if you shoot at it with any weapon. You can also make a func_door_rotating (or other entity) with a grenade texture to simulate the effect of the incoming grenade.