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Source SDK

trigger_gravity not always working..
I've created a few jump pads (with trigger_gravity) and sometimes they work, but not always and that's the problem. In my map you fall down a pretty long range and then onto the jump pad. The problem is that most of the time you fall on the jump pad you instantly die or you get boosted but when falling down on it again you're dead. Any1 has some help for me?
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İlk olarak TopHATTwaffle#WorstLEM tarafından gönderildi:
What game?
cs: go
If the fall damage is the problem, you might be able to have a trigger output IgnoreFallDamage to the activating player (!activator in the entity field), to prevent the damage alltogether.
İlk olarak Rectus tarafından gönderildi:
If the fall damage is the problem, you might be able to have a trigger output IgnoreFallDamage to the activating player (!activator in the entity field), to prevent the damage alltogether.
Ok I don't really know how to do that, could you please explain what I have to enter to all these fields?
En son Luck tarafından düzenlendi; 26 Eki 2015 @ 14:57
OnStartTouch -> !activator -> IgnoreFallDamage -> 5
The last value is how many seconds it can ignore the fall damage for. Make sure you have the Clients flag checked in the trigger for it to work.
reducing gravity is not supposed disable fall damage. The fall damage just wont be as much as with normal gravity.

I suggest you to use a trigger_multiple instead of trigger_gravity with those outputs:
OnStartTouch -> !activator -> AddOutput -> gravity <number less than 1> -> 0.00
OnStartTouch -> !activator -> SetDamageFilter -> FallFilter -> 0.00

OnEndTouch -> !activator -> AddOutput -> gravity 1 -> 0.00
OnEndTouch -> !activator -> SetDamageFilter -> -> 0.00

Create a filter_damage_type, and name FallFilter.
Make it filter FALL.
And "Disallow entities that match the criteria"

When the player touch the trigger, his gravity is changed, and he is filtered not to get affected by FallDamage.
Once he stop touch the trigger, he will have his gravity reset (1), and will be affected by fall damage (setdamagefilter -> nothing -> 0.00)
İlk olarak Rectus tarafından gönderildi:
OnStartTouch -> !activator -> IgnoreFallDamage -> 5
The last value is how many seconds it can ignore the fall damage for. Make sure you have the Clients flag checked in the trigger for it to work.
"!activator" and "IgnoreFallDamage" get marked red and it doesn`t work ingame. What am I doing wrong?
Use the way i posted. It work everytime.
İlk olarak Moltard tarafından gönderildi:
Use the way i posted. It work everytime.
I will. Please stay online if I get any errors I'll post it here again :)
İlk olarak Moltard tarafından gönderildi:
reducing gravity is not supposed disable fall damage. The fall damage just wont be as much as with normal gravity.

I suggest you to use a trigger_multiple instead of trigger_gravity with those outputs:
OnStartTouch -> !activator -> AddOutput -> gravity <number less than 1> -> 0.00
OnStartTouch -> !activator -> SetDamageFilter -> FallFilter -> 0.00

OnEndTouch -> !activator -> AddOutput -> gravity 1 -> 0.00
OnEndTouch -> !activator -> SetDamageFilter -> -> 0.00

Create a filter_damage_type, and name FallFilter.
Make it filter FALL.
And "Disallow entities that match the criteria"

When the player touch the trigger, his gravity is changed, and he is filtered not to get affected by FallDamage.
Once he stop touch the trigger, he will have his gravity reset (1), and will be affected by fall damage (setdamagefilter -> nothing -> 0.00)
It works perfectly on my test map when the trigger_multiple is static, but on my map where I need it parented to a moving tanktrain it doesn't work all the time just like 2 out of 5 times. Any help?
If the trigger is moving, you have to stay inside it to keep the nofalldamage and reduced gravity.
İlk olarak MrRuck sg-servers.net tarafından gönderildi:
"!activator" and "IgnoreFallDamage" get marked red and it doesn`t work ingame. What am I doing wrong?

The reason they are set red is because Hammer doesn't know that !activator exists and is a player, since it only exists in game. IgnoreFallDamage could be non-functional in CS:GO though, or maybe I misunderstood how you need it set up.

Regarding the parented trigger not working, I think there are some issues with some parented entities not working across round restarts in CS:GO. It might be worth checking whether the trigger actually gets parented properly in-game.
İlk olarak Rectus tarafından gönderildi:
It might be worth checking whether the trigger actually gets parented properly in-game.
How to do that?
The showtriggers 1 cvar should let you see them, and ent_messages_draw 1 can show you when it gets triggered.
Use a func_tracktrain, not a tanktrain.
As far I know, func_brush is one of the only permanent brush entity.
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