LINK_ENTITY_TO_CLASS( trigger_multiple, CTriggerMultiple );
I see trigger_multiple... It's in triggers.cpp, server project. Michael Tilden wrote:
-- [ Picked text/plain from multipart/alternative ] I was just wondering why these are missing from the SDK, I need to see code from them to understand how a player can activate brushes that aren't physical or seen with StartTouch/EndTouch/Touch. I'm trying to make a brush entity like a trigger but more dynamic but I can't seem to get it to work using SetSolid( SOLID_NONE ) SetMoveType( MOVETYPE_NONE ) SetCollisionGroup( COLLISION_GROUP_NONE ) Also doesn't work with SetSolid( SOLID_BSP ) I've tried various configurations and If I make it solid but also not, in a way, it triggers the StartTouch but only until the engine says hey he wants to go through and then it becomes not solid but won't trigger StartTouch anymore. So again, how can I trigger a brush entity like a func_trigger(_multiple) without it being seen or solid? Thanks in advance. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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