Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Trigger who disruptify

Page: 1 of 1
 alexx
08-20-2004, 11:28 AM
#1
Hello,
Is there a way to make a disruptify trigger in MP, like in JK2 (map 'cairn_reactor') ??

thxx in advance
alex:jawa :jawa :jawa
 alexx
08-21-2004, 4:35 PM
#2
no answers ? :(
 Mercenary
08-22-2004, 3:37 AM
#3
There's no trigger that does that but you can use a func_rotating with the touch_kill spawnflag checked. Use an invisible but solid shader for the "trigger" area. Don't forget to check start_on. I don't know if this works in MP.
 alexx
10-13-2004, 11:02 AM
#4
this post is old, but can someone can help me, with a more detailled way plz:D
 alexx
10-17-2004, 2:24 AM
#5
up :cool:
 wedge2211
10-17-2004, 7:38 AM
#6
Originally posted by Mercenary
There's no trigger that does that but you can use a func_rotating with the touch_kill spawnflag checked. Use an invisible but solid shader for the "trigger" area. Don't forget to check start_on. I don't know if this works in MP.

Where you want your trigger to be, build instead a brush made of caulk and turn it into a func_rotating. Open up the entity properties [N], and check off the START_ON and TOUCH_KILL boxes. Voila.
 Lil Killa
10-17-2004, 7:19 PM
#7
Don't forget an origin brush...
 wedge2211
10-17-2004, 7:26 PM
#8
*doh!* My attempt to be patronizing fails completely!
Page: 1 of 1