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source I/O

  • Sentura
  • June 7, 2008 at 8:03 PM
  • Sentura
    • June 7, 2008 at 8:03 PM
    • #1

    so i am working on a portal level that is practically finished, but i am missing this one last thing. is it possible to have a visible brush entity with a "OnKilled" output? killed as in, removed from the game.

  • TheMoon
    • June 8, 2008 at 8:57 AM
    • #2

    As it would require this entity to get the Kill Input from somewhere first before it could send its OnKilled Output, why don't you just take a func_brush and trigger your desired event with the same entity(-ies) that also Kill the brush?

  • Sentura
    • June 8, 2008 at 11:38 AM
    • #3

    i considered that, but i wanted to incapsulate it better so that the trigger didnt know what the actual objects did, other than killing them. i worked around it, sending an OnFireUser output instead, and appropriately triggering the desired effect before using a Kill on !self.

    this still fulfills the notion that the trigger does not know what each object does. this way, each object could easily be copy/pasted and retain same properties, only changing the name. i am just saying this for reference if anyone else would ever come in this situation.

  • The Horse Strangler
    • June 9, 2008 at 8:49 PM
    • #4

    Sounds interesting as to what you're making, may I ask what?

  • Sentura
    • June 10, 2008 at 12:19 AM
    • #5

    i cannot give you an elaborate explanation other than a room where the walls turn to physics objects.

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