Help with triggers and use
Onstarttouch !activator fireuser3
And on the cubes I have
Onuser3 @clientcommand command ent_fire !caller use
Now, I have / bound to ent_fire !picker use, and it works the right way, pulling in a straight path then picking it up. However, the player is not going to be looking directly at the cube for the most part, so !picker is not an option.
The user3 output is the one not working, because for some reason !caller is not valid, and I even tried !activator but still its not working so, I'm just wondering if there is a way to make a clientcommand or servercommand give a command to whatever called it?
you could AddOutPut when the cube touches the trigger
Trigger:
OnStartTouch -> point_servercommand -> Command -> ent_fire cubename Use
srs bsnss wrote:
Is it not working in-game, or is hammer just indicating that it's invalid? If it's the latter then there's a chance it does actually work.
Working in hammer, not ingame.> ChickenMobile wrote:
Forcing to pick up a cube is a little harder than what first seems. What I suggest here is to actually pass the command 'Use' to a point_servercommand. I did a bit of testing and it seems like it cannot be called from an actual input that is from another entity.
Trigger:
OnStartTouch -> point_servercommand -> Command -> ent_fire cubename Use
ok, got it.
but I want this to be able to happen to any cube that happens to touch that trigger, so would it be possible to temporarily rename a cube with addoutput so it is named "cubepickup" and then named back after it is dropped by the player?
Ondrop -> CUBEPICKUP -> Addoutput -> "Targetname NULLCUBE"