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Digital Paint Discussion Board
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Mapping
(Moderator:
Chef-Killer
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[BSP] Inserting stairs/rooms
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Topic: [BSP] Inserting stairs/rooms (Read 4472 times)
IronFist
Autococker
Posts: 1304
_
«
Reply #20 on:
October 06, 2006, 09:41:58 AM »
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Last Edit: July 25, 2010, 10:37:08 PM by IronFist
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Vandir
PGP
Posts: 28
Re: [BSP] Inserting stairs/rooms
«
Reply #21 on:
October 06, 2006, 10:19:56 AM »
Right Ill do that tutorial
How can you make a nade cannon?
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bug
68 Carbine
Posts: 335
Re: [BSP] Inserting stairs/rooms
«
Reply #22 on:
October 06, 2006, 11:05:50 AM »
Tyranno was using a trigger_push entity surrounding his nade cannons. That's why both people and nades got pushed if you jumped on it.
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Vandir
PGP
Posts: 28
Re: [BSP] Inserting stairs/rooms
«
Reply #23 on:
October 06, 2006, 01:27:41 PM »
Cool So how do I do that trigger_push entity? I saw a trigger brush in the textures, do i use that?
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jitspoe
Administrator
Autococker
Posts: 18802
Re: [BSP] Inserting stairs/rooms
«
Reply #24 on:
October 06, 2006, 02:09:41 PM »
func_plat. Search google for details.
The textures don't actually matter. Any texture can be used on a clip brush or trigger entity. They're just handy for making them easy to identify in the editor.
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Vandir
PGP
Posts: 28
Re: [BSP] Inserting stairs/rooms
«
Reply #25 on:
October 09, 2006, 01:57:05 PM »
Erm how do you make spawn points spawn with multiple co2 canisters, like two 12oz
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Eiii
Autococker
Posts: 4595
Re: [BSP] Inserting stairs/rooms
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Reply #26 on:
October 09, 2006, 05:10:05 PM »
give co2, and loaded co2.
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Digital Paint Discussion Board
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[BSP] Inserting stairs/rooms