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Trigger a gas trap from a lever


Bikerdude

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Evening

 

I am trying to trigger a gas trap from a lever (the lever is a existing model that the player frobs) -

  1. I have a 'atdm:switch_rotate_lever' that targets a 'trigger_relay'
  2. The 'trigger_relay' targets a 'atdm:func_shooter'

And I have the 'atdm:func_shooter' setup as follows -

 

post-496-0-30183700-1464978336_thumb.jpg

 

Originally I have the 'func_shooter' shooting a gas_arrow, but what what ever reason it never worked. So I had a look at the gas arrow def, and found 'atdm:result_arrow_gasarrow' which is actually what I'm after.

 

But when the player from the lever, nothing happens. So Im assuming I'm going about this wrong..?

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Wasn't there an arrow trap in The Gatehouse? If those were broadheads, it seems you just need to replace them with gas arrows.

 

The "result" is what's spawned when the gas arrow hits. It emits the gas cloud. It's not a projectile.

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I was just experimenting with a similar object that fires a atdm:projectile_firearrow when its broken.

 

It would be awesome to have a custom entity spawner in DR that spawns gas clouds, flash bomb, and explosive mine results when triggered. I could see people getting a lot of use out of that in their missions.

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It would be awesome to have a custom entity spawner in DR that spawns gas clouds, flash bomb, and explosive mine results when triggered. I could see people getting a lot of use out of that in their missions.

Very much so, I'd also like such an entity. At the moment I'm looking to trigger 'decorative' expanding gas clouds, but on func_emitters the particle is glitchy and looks nothing like what you see when a gas arrow explodes. A triggerable entity that spawns arrow results would make life much easier.

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Very much so, I'd also like such an entity. At the moment I'm looking to trigger 'decorative' expanding gas clouds, but on func_emitters the particle is glitchy and looks nothing like what you see when a gas arrow explodes. A triggerable entity that spawns arrow results would make life much easier.

 

I'll create a feature request on bugtracker for this. The trickiest part is that the current arrow results depend somewhat on the projectile that spawns them. Hopefully it won't be too much to extract what's needed for a new entity.

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