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non-box trigger shape #224176
08/28/08 23:08
08/28/08 23:08
Joined: May 2008
Posts: 123
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BES Offline OP
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BES  Offline OP
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Joined: May 2008
Posts: 123
Is is possible to create a trigger of arbitrary volume for use with events?

I'd like to have an event returned when my player enters a cylindrical region.

I've tried:
o making a model passable and using in_passable
-my player passes right through the region without triggering
o placing a non-passable model and setting the EVENT_BLOCK | EVENT_ENTITY flags, but then the player collides with the cylinder instead of being able to go through it

any ideas? Thanks so much for your time!

Re: non-box trigger shape [Re: BES] #224180
08/29/08 00:49
08/29/08 00:49
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline
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MrCode  Offline
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M

Joined: Mar 2007
Posts: 677
0x00000USA
Maybe you could have the entity disappear right when the player touches it, unless you need to keep it there as a condition (for instance, if the player needs to stay within the region for a certain amount of time for an event to happen).


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: non-box trigger shape [Re: BES] #224186
08/29/08 01:37
08/29/08 01:37
Joined: Jul 2008
Posts: 1,178
England
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MrGuest Offline
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MrGuest  Offline
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Posts: 1,178
England

Re: non-box trigger shape [Re: MrGuest] #224206
08/29/08 05:25
08/29/08 05:25
Joined: May 2008
Posts: 123
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BES Offline OP
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BES  Offline OP
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Joined: May 2008
Posts: 123
Wow, thank you both very much. This really helps =)


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