Author Topic: [BSP] Inserting stairs/rooms  (Read 4469 times)

IronFist

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« 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 »

Vandir

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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?

bug

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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.

Vandir

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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?

jitspoe

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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.

Vandir

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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

Eiii

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Re: [BSP] Inserting stairs/rooms
« Reply #26 on: October 09, 2006, 05:10:05 PM »
give co2, and loaded co2.