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Custom entities


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Hunter-Digital
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Join Date: Aug 2006
Location: In the Game [ro]
Old 04-25-2011 , 07:03   Re: Custom entities
Reply With Quote #21

Quote:
Originally Posted by bibu View Post
It is not solid I think. It's like trigger_multiple. It's invisible in the map, but register_touch works perfectly for trigger_multiple but it acts exactly the same.
It's a POINT entity ? How exacly do you want to detect touch on a point entity ?

Make it a solid entity... if you made the map, edit it again, make a square the size of your required collision box, and while selecting it use "Add solid to entity" or something like that, and just write "info_open"... THEN you can check if you're touching it.

If you don't want/can't edit the map again, I *think* you can make it solid through amxx by setting it's solid to SOLID_TRIGGER and give it a hull (entity_set_size()) or you can just check it's proximity for players to trigger the function.
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Last edited by Hunter-Digital; 04-25-2011 at 07:09.
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SonicSonedit
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Join Date: Nov 2008
Location: Silent Hill
Old 04-25-2011 , 07:49   Re: Custom entities
Reply With Quote #22

bibu
trigger_multiple is solid entity. Hunter-Digital is right. Also check movetype, it may be noclip (in that case, touch will not be registered either).
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bibu
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Join Date: Sep 2010
Old 04-25-2011 , 07:56   Re: Custom entities
Reply With Quote #23

It's not a point entity.....
It already has a size..
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Hunter-Digital
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Old 04-25-2011 , 09:23   Re: Custom entities
Reply With Quote #24

So, again, attach the map so I can test myself how you can hook touch on it.
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