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dm_ultracore

  • venomus
  • January 11, 2005 at 6:45 PM
  • venomus
    • January 27, 2005 at 1:25 PM
    • #21

    It took me a while to get the ball spawners and nearby effects working properly even though there is a prefab for it. You have to make sure you have the proper filters set up for the physics_trap and the vphysics_motion, or you will not get what you expect. This can be partly done from the spawnflags of these entities. But if you want one of the triggers to include or exclude a single entity type (such as combine_ball) you need to set up a filter_activator_class and target it in with the filtername key of the physics_trap or vphysics_motion. Note that the prefab, if you have copied it, does NOT include the filter entity even though the filtername key of the triggers targets one.

    One more thing: the prefab for the ball spawner it set up so that all the effects (beam, sound, spawner, and the 2 triggers) start off. This I assume is so that you can turn it ON 1 second or so after the map starts (with a logic_auto), that way there is less chance of bugs arising from unspawned entities, etc.

  • Phlek
    • January 27, 2005 at 2:26 PM
    • #22

    Awesome, thanks a lot.

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