Suggestions for next update
Add a no duck trigger, just like you have a no jump trigger.
Fix func_physbox.
Add 'Automatically disable attribute when player leaves trigger' flag to trigger_gravity.
Fix 2 man entities being exploitable (sometimes you can activate them before a run and have them stay activated for your next run).
Hi, what do you mean 2 man entities are exploitable?
https://www.sendspace.com/file/ihvfgy here's an example of the exploit i was talking about. It's possible to activate stuff before a run if only one of the players from a team starts the timer then presses a button inside the map.
did you like the other suggestions though?
Those other suggestions are good, as for the 2man, it's recommended to reset the map blocks when the timer starts with the OnTimerStart output of the timer (it happens once for each player so you can run the Reset inputs of the brush_kzmods), but the team inputs happening when the timer isn't started is kind of a bug and can be fixed.
NICE, I can't wait to test physbox and vehicles out with point_template...
would it be possible to add outputs on a physbox so it only triggers trigger_multiples with a certain name? If not I've already thought of a couple of work arounds :D
I want to connect my KZMOD game with facebook account, so i can get free wrs for that
Triggers can have filter entities that specify what can trigger them, also random, sorry, don't think that can happen :P
As for trigger_gravity, you could instead use a trigger_multiple with OnStartTouch on a point_gravity's SetGravity, and a OnEndTouch on point_gravity's ResetGravity.
cool, guess the gravity flag won't matter anyway then?
I really want to make a map now lol, but gotta wait for the game to be updated first. hopefully it won't take too long :)
Didn't make the no duck trigger this update since it would need a display for the HUD, and I have lots of university work to do. Sorry :(
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