Raise the click-radius for a button!
Another approach is to redesign that piece of the level so that you fling straight up and hit the switch near the apex of the fling (when you're moving the slowest), as it was done in the official levels.
I'm hoping someone else has a better answer for you.
OnTrigger - button- enable
OnEndTouchAll - button - disable
or just type in enable/disable if the I/O isn't there, but it may be in the game.
Func_doors can be triggered by "using" them and they can be non-solid (use "don't render" to make it invisible). I bet if you make it passable to the player and objects you could enable "use" to open, then give it an output to fire OnOpen. Tell it to "Press" the prop_button if you want it to animate and fire the outputs from there. The player can open the door when they try to use the button, without seeing or hitting it, which will activate the normal outputs.
What am I missing?
StGinger wrote:
Okey, now I feel stupid again. I can not find a way to get the func_door non-solid. Sure I can choose "don't render", but that only makes it invisible, not non-solid. When I have stumbled upon "non-solidness" before, I have been able to choose "yes" or "no" in "make solid" or whatever its named.What am I missing?
I guess you are unable to make it non-solid... If you want to "use" the door, then i prefer that you use the func_button, and place it where the button is. The player won't hit it, but he/she still gets a feeling of pressing the button
StGinger wrote:
But what is the difference between that and just having a normal button? The problem is that you will miss it about 75% of the times you try to hit it. Maybe I just don't get you right
This is what i mean:

StGinger wrote:
Okey, now I feel stupid again. I can not find a way to get the func_door non-solid.
It's under "Flags," not the key properties. Check "passable" and "non-solid to player." Good luck.
Quote:
use the func_button, and place it where the button is.
I think StGinger's point wass that this doesn't work because it will usually be too far away to use unless the player collides into it. But if you're having the player fling sideways or something you could use this method to give the player more space horizontally in which (s)he can press the button. Maybe put the button in an alcove or something so the player couldn't actually collide with it.
Random: Thank you, I successfully made it non-solid. But the problem was that you cant "use" the wall when you are inside it, so the non-solidness is to no use in this situation it seems