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Bir çeviri sorunu bildirin
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.
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)
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.
As far I know, func_brush is one of the only permanent brush entity.