Keeping the activator reference through Created 7 years ago2017-11-18 03:34:26 UTC by User#6970 User#6970

Created 7 years ago2017-11-18 03:34:26 UTC by User#6970 User#6970

Posted 7 years ago2017-11-18 03:34:26 UTC Post #338094
Hi, I noticed that the activator information is lost when using a trigger_relay. For instance, it I use a game_text using a button, but with a trigger_relay in between, the game_text will not show (granted it's not for all players). Is there a way to keep a reference to the activator?
Posted 7 years ago2017-11-19 02:26:29 UTC Post #338105
I doubt there is. I would help you more if I knew what your entity setup is like.
Posted 7 years ago2017-11-19 11:57:25 UTC Post #338106
I would try a game_counter (init val 0; limit 1; reset on fire) in place of the trigger_relay. I haven't tested; I just had a quick glance at the source code and I think it might work.
Oskar Potatis Oskar Potatis🦔
Posted 7 years ago2017-11-19 18:58:18 UTC Post #338111
Hi, that might very well work. I used a func_button instead and it worked super fine. I'll leave it like this, but will consider the game_counter the next time I face this need. This way I can save few brushes.
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