trigger_look problem (Fix'd)

Any aspects of level design for the Source engine.

trigger_look problem (Fix'd)

Postby boj on Mon Dec 30, 2013 1:52 am

I'm trying to make a trigger_look in my map that starts off disabled because i don't want it to start until the player walks through a func_trigger that will enable it. I wanted to make it open a door.

But the thing is... when I look at the trigger_look after walking through the func_trigger, it doesn't do anything.

There were no errors in my compile log, so i dunno what to do. :what:

Here are screenshots of the object properties:
Image
Image
Image
Image

Can anyone help me out? This is really melting my brainface :smt120
Last edited by boj on Tue Dec 31, 2013 1:19 pm, edited 1 time in total.
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Re: trigger_look problem

Postby Armageddon on Mon Dec 30, 2013 2:11 am

You have to be inside the trigger_look and looking at the target to fire your outputs.
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Re: trigger_look problem

Postby boj on Mon Dec 30, 2013 10:20 am

hm... well I tried that and it didn't work... will it work if there's a trigger_once between you and what the target is? Or does it block the line of sight or something
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Re: trigger_look problem

Postby peegee on Mon Dec 30, 2013 10:20 pm

I think the trigger_look has to be enabled when player steps in and look at the target.
Another try: reduce the "Look Time" lower than 0.5.

Hope this helps
"All things are difficult before they are easy." Thomas Fuller
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Re: trigger_look problem

Postby Guessmyname on Tue Dec 31, 2013 10:37 am

Just to confirm, is this a singleplayer map? Trigger_look doesn't work in multiplayer as I recall.
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Re: trigger_look problem

Postby boj on Tue Dec 31, 2013 12:47 pm

Well I'm using the Half Life 2: Episode 2 set-up so it should be singleplayer, right?

Edit: nevermind, I somehow got it to work. No idea how.
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