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But there are two problems with going with "Break on Touch" method.
1. Depending on how fast the player runs into the object it cause them about a point or two of harm. Even with a close-range trigger_multiple telling the object to break.
2. While I'm sure I did the models _physics.smd properly, when it comes to shooting the model as an alternative to break it open you have to hit it at some correct spot. Dunno what I goofed up with with that.
Using func_button is ideal alternative given it can have both Touch and Damage Activates to allow simple methods of trigger and serve as a hit-box for the object.
However, I do not know how to make the func_button become temporary non-solid for ten seconds. The only alternative way to do so would be the use of Delay which along with Lip allows the button to hide in the ground.
So ticking "Don't move" will not allow the func_button to hide.
But if I set the speed to slow then the button will lower and rise too slowly to sync with the containers respawn (and hitting when it's lowering still outputs to the point_template allowing it to spawn multiple containers over one another)
Or if I set it too fast then the button will only work once.
I made the func_button serve as both activation and hitbox to the item I wanted to break and figured out how to make the buttn "hide" underground whenever activated and come up whenever the object respawned. This efficiently prevented the player getting stuck in the item box whenever it respawned and also prevented causing 1 or 2 points of harm whenever the item box breaks.
Having the func_button as a still button that breaks along with the item box also works as long as the point_template has the button included.
The only downside, as far as my testings go, is that you can't give outputs on the itembox that is suppose to break, it cause a delay in the first break but not in later breaks. Instead give all the outputs to the func_button instead.
I just can't (✔) my own posts.