How do you have a trigger disabled until going through another trigger? Created 1 year ago2022-04-17 05:11:17 UTC by pleknayar pleknayar

Created 1 year ago2022-04-17 05:11:17 UTC by pleknayar pleknayar

Posted 1 year ago2022-04-17 05:11:17 UTC Post #346443
User posted image
I want this trigger to enable the guard to do the retinal scan only after the player goes through a trigger past the one seen in the image. Its like the part where you first have to get the HEV suit to get the guard to let you past the airlock in Anomalous Materials.
Posted 1 year ago2022-04-17 11:44:29 UTC Post #346447
Let's say both triggers are trigger_once, trigger A needs to be activated for trigger B to work. Create an entity of type multisource and give it a Name, for example ms1. In trigger A, set Master to ms1, the name of the multisource entity. On trigger B, set it's Target to ms1.

The way this works is, trigger A will only activate it's target, the guard in your case, when the trigger's Master entity is enabled. Which is multisource, it can be either enabled or disabled, when the map loads, multisource is disabled, but when you activate it by touching trigger B, the multisource becomes enabled, and then trigger A can work.

multisource is called multisource because you can have many entities with their Target set to the name of a single multisource entity, and the multisource will become enabled only when all those entities have been activated. I haven't used it like this in this example though.

Once again, try converting Valve's .bsp to .map to see how things are done. Get WinBSPC or BSPTwoMAP from here:
https://twhl.info/wiki/page/Tools_and_Resources
Posted 1 year ago2022-04-18 00:23:10 UTC Post #346448
Multisource works fine but if you want a more "extended" sequence i recommend to you to use multi_manager.
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