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InsideQC Forums • View topic - Brushes with multiple triggers?

Brushes with multiple triggers?

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Brushes with multiple triggers?

Postby CocoT » Sun Oct 19, 2008 2:45 pm

This might sound like a ridiculous question (and probably not phrased as it should, as I'm not really good when it comes to mapping lingo) , but... it is possible to assign multiple triggers to a single brush? For example, is it possible to create a moving teleport? If it is, how do you do it?
Thanks in advance for yoru answers! :)
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Re: Brushes with multiple triggers?

Postby Lardarse » Sun Oct 19, 2008 4:18 pm

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Postby CocoT » Sun Oct 19, 2008 4:24 pm

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Postby Wazat » Sun Oct 19, 2008 7:32 pm

Most likely you'll want a code solution. I can't think of any way to accomplish this with the stock Quake entities. Unless you can stack one entity inside of another. I think Quark allowed this but I don't know how it resolved it in the compiler or game.

Now, it has to be said that two triggers *CAN* share the same bsp model, but they will still appear as two separate instances of the same brush. For example, in code you can say newmis.model = plat.model (which ends up being "*4" or something similar) and newmis will look like the platform. However, moving the platform doesn't move newmis and moving newmis won't move the platform.

One easy QC solution might be to have your trigger (that destroys the object thrown in) point to the object it should follow (using .target or some other field). In code you make sure it links to the other object. Then it sets the destroyer trigger to MOVETYPE_FOLLOW so it automatically follows its target around. If you can't assume MOVETYPE_FOLLOW is supported by the player's engine, then you can always do it the manual way with a think function setting its origin every frame or 0.1 seconds. Because you're working with BSP models there's some weirdness there with setorigin, but since they're both BSP models (presumably) it should work without problems.

I think I understand what you're trying to do, but I might not. I hope my suggestion is helpful to you. :)
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Postby CocoT » Sun Oct 19, 2008 7:36 pm

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Postby negke » Mon Oct 20, 2008 8:04 am

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Postby Urre » Mon Oct 20, 2008 12:46 pm

negke: that's a freakishly interesting stab at the problem.
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Postby CocoT » Mon Oct 20, 2008 3:43 pm

Hehe... yeah, I tried to do it on the code-side and well, didn't realize it would be so easy. I'm not used to play around with button.qc and/or plats.qc, but they're quite transparent. So it works now! (not the moving teleport thingy, which I'm not really interested in (I might still add it, though), but the translocator-destroying moving brush :) ... this is going to create some interesting possibilities!...)
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