Energy Pellet... Thing
Quote from AD_79p2 on April 6, 2013, 2:57 pmI am currently working on a map with a green energy pellet that spawns when a floor button is pressed. While that is easy to do, how the hell do I kill the pellet when I step off the button?
I looked at the Rexaura maps that did this, but I don't understand how it works.
I am currently working on a map with a green energy pellet that spawns when a floor button is pressed. While that is easy to do, how the hell do I kill the pellet when I step off the button?
I looked at the Rexaura maps that did this, but I don't understand how it works.
Quote from Berni on April 6, 2013, 5:18 pmI've found the solution of this problem
I don't know this is the same what are you talking about but you can try it.
You need to create in all map something like a trigger, but instead typing trigger_multiple type trigger_physics_trap.
Then go to Flags in it and check only Physics Objects and that last one (i don't know what exactly that last one do).
At the end go to a button and make outputs:
On Pressed -(trigger name) - Dissable
On UnPressed -(trigger name) - Enable
On Pressed - (ball launcher name) - Lunch ballShould work
I've found the solution of this problem I don't know this is the same what are you talking about but you can try it.
You need to create in all map something like a trigger, but instead typing trigger_multiple type trigger_physics_trap.
Then go to Flags in it and check only Physics Objects and that last one (i don't know what exactly that last one do).
At the end go to a button and make outputs:
On Pressed -(trigger name) - Dissable
On UnPressed -(trigger name) - Enable
On Pressed - (ball launcher name) - Lunch ball
Should work
Quote from FelixGriffin on April 6, 2013, 5:33 pmYou can do it by naming the pellet with a trigger in the spawner (OnTrigger !activator AddOutput targetname energyball), then kill it with OnUnPressed energyball Explode.
If it's for the PTI or something where you can't guarantee a unique name, use a logic_register_activator to remember it instead of giving it a targetname. Then have that entity Explode the !activator.
You can do it by naming the pellet with a trigger in the spawner (OnTrigger !activator AddOutput targetname energyball), then kill it with OnUnPressed energyball Explode.
If it's for the PTI or something where you can't guarantee a unique name, use a logic_register_activator to remember it instead of giving it a targetname. Then have that entity Explode the !activator.

Quote from josepezdj on April 7, 2013, 11:36 amExplode does work. I just checked. Maybe you are not referring to the right entity. What Felix described was that you have to mark the ball as soon as the ball_launcher creates it with the addouput output. Have you done like that? If you give it a name right after it has been created, you can directly refer to it by any output. Kill also works but Explode is cooler because there's also a small shake
Explode does work. I just checked. Maybe you are not referring to the right entity. What Felix described was that you have to mark the ball as soon as the ball_launcher creates it with the addouput output. Have you done like that? If you give it a name right after it has been created, you can directly refer to it by any output. Kill also works but Explode is cooler because there's also a small shake
Quote from FelixGriffin on April 7, 2013, 1:57 pmI decompiled some Rexaura maps and that's pretty much how Mevious made his.
I decompiled some Rexaura maps and that's pretty much how Mevious made his.
Quote from Denal on July 23, 2013, 3:21 amI also want to answer of this question ....... But now it Solved .
Thanks guys ....... Keep sharing .
Have a Good Day .
I also want to answer of this question ....... But now it Solved .
Thanks guys ....... Keep sharing .
Have a Good Day .
