Sentura Posted June 7, 2008 Report Posted June 7, 2008 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 Posted June 8, 2008 Report Posted June 8, 2008 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 Posted June 8, 2008 Author Report Posted June 8, 2008 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 Posted June 9, 2008 Report Posted June 9, 2008 Sounds interesting as to what you're making, may I ask what?
Sentura Posted June 9, 2008 Author Report Posted June 9, 2008 i cannot give you an elaborate explanation other than a room where the walls turn to physics objects.
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