Triggers Instead of Ent's Created 19 years ago2004-05-10 19:20:06 UTC by esmajor esmajor

Created 19 years ago2004-05-10 19:20:06 UTC by esmajor esmajor

Posted 19 years ago2004-05-10 19:20:06 UTC Post #26394
Okay I know the majority of this community is against cheating, but I'm wondering if there is a way to trigger an impulse code or condition

(i.e. Gordon walks through a doorway and suddenly has a suit and all weapons, or the complete opposite<takes all of it from him>)
Posted 19 years ago2004-05-10 19:30:08 UTC Post #26395
not so sure about the give all weapons, as for the take away all weapons, just use the entity "player weapon strip" or whatever it is called
Posted 19 years ago2004-05-10 19:48:20 UTC Post #26400
or put it all the weapon entities under or inside the floor where it is not visible but reachable or something... :roll:
Posted 19 years ago2004-05-11 03:04:36 UTC Post #26426
Executing console commands cannot be done with entities as far as I know.
Posted 19 years ago2004-05-11 08:49:23 UTC Post #26475
game_player_equip gives the playr the set weapons when the map starts
Posted 19 years ago2004-05-11 09:06:38 UTC Post #26479
Like pepper said.

Make two triggers, both on each side. When walking through the front side, you have a trigger_multiple targeting a "game_player_equip". Right infront of the player_equip is a weapon_strip, but it is inactive because on the trigger_multiple targeting the player_equip, you have a killtarget of the weapon_strip. Then, once you pass into the next room, right infront of the weapon_strip, is another trigger_multiple. It targets the weapon_strip, and it has a killtarget of the player_equip (also do this method on the starting point, so if the player passes back through it works).

I know there may be a simplier way using trigger_relys and multimangers (possibily multisources), but since Im at school I cannot try the function out (I cant even assure you that the top method will work :D).
You must be logged in to post a response.