BSPEdit - adding a model that also works as a func_button?

Started by hamburglarr
21/09/2014 23:06
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hamburglarr21/09/2014 23:06(edited 21/09/2014 23:21)

Hey guys. So i was talking to mappy and Twizek about the possibility of adding timers to some really old but cool surf maps.

Turns out it's not only possible, it's pretty simple - Twizek released surf_futurama_timer after changing the entity values of a health charger at the start of the map and a random button at the end of it to timer values (so that FPSDeath/KZ plugins would recognize them and time the runs).

But instead of turning random entities into start/stop buttons, we wanted to actually be able to put a timer model (maybe using the cycler entity) - not only the timers would be more easily recognisable, but we would also be able to put them at proper places.

Mappy's idea, which kinda worked and takes care of one of the problems, is firstly to do the same as before: turn a couple of entities at the start and end of the map into func_buttons, but then make these entities invisible and put a start/stop button model over them.

The problem with this is that the actual model (which is the "cycler" entity) is also pushable, but it does nothing. So the model kinda blocks the player from pressing the actual button (which is the invisible func_button).

Another thing that mappy pointed out that might work well at some maps is to make a passable area that triggers the timer. But again, we would need to be looking for entities that are in a kinda decent position.

So, is there a way to turn models into buttons, or maybe func_buttons into models? Putting additional "target"/etc lines into the "cycler" doesn't seem to work.

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