I believe this has to do with those types of entities being "triggers" themselves, using a bounding box of sorts to detect if a player is touching it. These triggers capable of moving can not trigger invisble non-solid triggers, apparently to reduce the amount of "touch-links".
It's an engine thing so I don't think you can change that behaviour, instead you'll have to find some sort of workaround, although I honestly can't think on how you'd fool the trigger to recognize pickups. Colm Sloan wrote: > I've made a custom trigger class. It's set off by NPCs and physics props but > weapons and ammo won't set it off. I don't understand why because the > function (StartTouch, activated when something touches it) takes a base > entity as its only argument and the guns inherit from the base entity class > just as NPCs and physics props. I just want it to detect the guns. I'm > testing it before it reaches the base class's filters so I believe it's > nothing to do with the flags. > > I tried just directly editing the MultipleTrigger class, commenting out > anything to do with filters or anything else that may stop input but the > problem persists. I feel I'm overlooking something obvious. > > Any ideas? > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders