[hlcoders] Custom Trigger

2010-05-09 Thread Colm Sloan
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

Re: [hlcoders] Custom Trigger

2010-05-09 Thread Yorg Kuijs
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

Re: [hlcoders] Custom Trigger

2010-05-09 Thread Tom Edwards
Check the collision groups. Weapons and ammo are in their own special one that might by default not collide with triggers. On 09/05/2010 3:55, 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

Re: [hlcoders] Custom Trigger

2010-05-09 Thread Colm Sloan
Excellent input. I didn't know that. I'll give it a look. Thanks guys. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders