Trigger_push underwater Created 4 years ago2019-12-29 23:37:44 UTC by _Vissova_ _Vissova_

Created 4 years ago2019-12-29 23:37:44 UTC by _Vissova_ _Vissova_

Posted 4 years ago2019-12-29 23:37:44 UTC Post #343533
For some reason trigger_push doesn't work underwater (inside a func_water) but I could have sworn there was a map in Half-Life where you're pushed around underwater. I decompiled c2a4d and found several trigger_push brushes underwater but they don't work there either. Did Valve just never get around to making them work, and is there a workaround?
Posted 4 years ago2019-12-30 21:43:42 UTC Post #343540
You can always make a wall that pushes if it is single player. Maybe also try func_illusionary with content water? Trigger push works within illusionary but if not it might have to do with the player swimming and not walking.
Stojke StojkeUnreal
Posted 4 years ago2020-01-01 01:30:36 UTC Post #343543
Is it undertow in Half-Life Deathmatch with the flowing water that ends at a waterfall?
Posted 4 years ago2020-01-03 18:26:59 UTC Post #343550
there are those strange cur_ textures admer found out about
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 4 years ago2020-01-03 18:30:32 UTC Post #343551
Those strange cur_ textures push waaaaaay too much (you end up reaching 3000 units/sec or so), I would advise against using them. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2020-01-04 15:50:13 UTC Post #343552
seems like undertow water only pushes you if you hold E, which seems strange. Cant remember if it always was like that
Posted 4 years ago2020-01-05 01:42:11 UTC Post #343555
Tried increasing push speed? Modifying the pitch of the angle so that it points a bit upwards? Using func_conveyor for pushing? Triggering trigger_push on and off while inside it?
Posted 4 years ago2020-01-12 07:23:41 UTC Post #343601
How do cur_ textures work? Where are they used?
Posted 4 years ago2020-01-12 22:18:48 UTC Post #343607
They work as world brushes, but they push way too fast, tschumann.
I uploaded an example map to the Vault back in 2016.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2020-01-18 05:26:31 UTC Post #343636
I couldn't see any cur_ textures in Half-Life's .wad files so I guess they're not used in any official maps? Is there any documentation on them like http://www.the303.org/tutorials/gold_texture.htm?
Posted 4 years ago2020-01-18 10:14:47 UTC Post #343637
The only documentation I was able to find is right here:
http://www.slackiller.com/tommy14/hltexture.htm

They can't do much though. Due to how compilers currently work, they exclusively only, and I mean, ONLY accept !cur_90, !cur_0, !cur_270, !cur_180, !cur_up, or !cur_dwn, so nothing in between, and no suffixes like !cur_90_lab.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 4 years ago2020-01-23 10:48:11 UTC Post #343685
Ah thanks - I'll have to take a closer look at the qcsg code.
Posted 4 years ago2020-01-25 11:30:59 UTC Post #343691
Correction, the compilers should also accept !cur texture names with suffixes.
if (name[0] == '!') //optimized -- don't check for current unless it's liquid (KGP)
{
    if (!strncasecmp(name, "!cur_90", 7))
        return CONTENTS_CURRENT_90;
    if (!strncasecmp(name, "!cur_0", 6))
        return CONTENTS_CURRENT_0;
    if (!strncasecmp(name, "!cur_270", 8))
        return CONTENTS_CURRENT_270;
    if (!strncasecmp(name, "!cur_180", 8))
        return CONTENTS_CURRENT_180;
    if (!strncasecmp(name, "!cur_up", 7))
        return CONTENTS_CURRENT_UP;
    if (!strncasecmp(name, "!cur_dwn", 8))
        return CONTENTS_CURRENT_DOWN;
Location: VHLT v34, HLCSG, brush.cpp, TextureContents()

According to the code here, the compilers check for the first several characters in the texture name.
So longer names like !cur_90_alternate will also work.
Admer456 Admer456If it ain't broken, don't fox it!
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