• Making entity based on a hammer entity
    3 replies, posted
So I"m at a bit of a stand still here. I'm trying to get obsidian conflict maps working seamlessly in a coop gamemode. The problem is that it uses custom ent brush ( trigger_once/multiple_oc ) that is no different from the regular triggers. I've tried just creating the entity in lua, and getting it to mimic the behavior of the original triggers. That gets me pretty close, but something is always missing. I was wondering if there was any way to have the entity baseclass be the hammer brush so I can just inherit all the functions it's mean to have Alternatively, if anyone knows the check hierarchy for the trigger_once/multiple brushes so I can just mimic the behavior that way without guessing, I'd appreciate it
That's exactly what I've been doing, but I'm finding that I can't account for all instances. For example, func_tanks use the trigger_multiple brush as control volumes to make sure the player is in range. All the inputs are being applied to my lua replicant, but the tank doesn't respond when you call USE on it. Swapping out that trigger_multiple_oc variant with the original hammer one causes that same tank to function properly. I've checked the inputs and everything on the trigger, nothing is being applied to called on it from that side. It's almost as if there is a function that the func_tank uses to check if the player is within the box, but I have no idea what it is.
Alright so I figured out the cause for the func_tank not being read, it appears that it is failing somewhere along the lines of the control_volume check: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/hl2/func_tank.cpp#L1443 Definitely has to do with the control volume because NPCs are still able to mount the turrets. I have no idea how to solve this without rewriting the func_tank entity as well Anyone got an idea?
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