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InsideQC Forums • View topic - Monsters triggering buttons

Monsters triggering buttons

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Monsters triggering buttons

Postby silverjoel » Wed May 10, 2017 8:30 pm

I'm trying to figure out a good way to allow monsters to trigger buttons (open certain doors, use certain plats...). The big problem is that entities with MOVETYPE_STEP don't actually come in contact with the "touch" of the button (I have changed the button touch function to include specific monsters), so that doesn't seem to be the way to go. I don't really want to change to MOVETYPE_WALK, unless I have to. It seems I can't treat a func_button as an entity, which would open up a lot of possibilities. So, I'm kinda at a loss.

I'm sure someone has this all figured out. Any help would be appreciated.
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Re: Monsters triggering buttons

Postby Spike » Wed May 10, 2017 10:13 pm

rewrite movetogoal and walkmove to use traceboxes forward, and as part of that check the ents that they come in contact with.
or just add a tracebox/traceline after those calls to do it for you.

frankly the biggest issue is getting the monster to walk towards the button instead of the doorway.
.
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Re: Monsters triggering buttons

Postby Dr. Shadowborg » Wed May 10, 2017 10:24 pm

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Re: Monsters triggering buttons

Postby silverjoel » Thu May 11, 2017 4:17 pm

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Re: Monsters triggering buttons

Postby Dr. Shadowborg » Thu May 11, 2017 9:38 pm

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Re: Monsters triggering buttons

Postby silverjoel » Thu May 11, 2017 10:59 pm

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