First post here! And you guessed it, I’m stuck. :rolleyes:
I’ve been saving up questions to ask all in one go, which is why they’re very varied. Here they are:
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I’ve got a two-part door which I want to close whenever an Allied stands in front of it, so you have to sprint through it to avoid getting crushed. So, I have the two func_doors set up, and a trigger_multiple in front of it. They’re defined as follows:
classname func_door
wait 0
dmg 500
spawnflags 5 // start_open, crusher
type 6
speed 1000
targetname trap
angle 0
lip 64
classname func_door
wait 0
dmg 500
spawnflags 5 // start_open, crusher
type 6
speed 1000
targetname trap
angle 180
lip 64
target trap
spawnflags 2 // allied_only
classname trigger_multiple
I’ve tested this, and it stoutly refuses to move. The door makes a noise, but it doesn’t go anywhere.
What’ve I done wrong? :???:
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Say I have a building lit with pointlights. In order to get an advantage, someone could satchel charge the fusebox, plunging the entire building into darkness.
The question is: How would I go about doing this?
Oh, and someone could repair the fusebox afterwards.
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Some shorter ones:
Is it possible to make a trigger_hurt only affect by one team?
WTF is a ‘_decal’, ‘corona’ or ‘dlight’?
When I link a trigger_heal to a misc_cabinet_health and give it a healtotal of 6, the models of healthpacks don’t go down one at a time. They all disappear at once, and I only get one. Why?
How do ‘clip’, ‘clip_metal’, ‘clipfull’, ‘clipmissile’, ‘clipmonster’, ‘clipmonster2’, ‘clipshot’, ‘clipweap’, ‘clipweap_metal’, ‘clipweap_wood’ and ‘clipweapmetal’ differ?
Similarly, how do ‘caulk’ and ‘caulkterrain’ differ?
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I think that’s everything for now…


