- Download the attached (zipped) trigger_brush FGD file, place it in your SourceSDK folder with the other FGD files
- Import the FGD file into hammer
- Create a trigger_brush brush-based entity
- Name said brush to "voicemenu X Y">> the name of this brush indicates which voicemenu command the map will listen for.>> for a list of voicecommands, see here>> please note that you need to subtract 1 from the above list's indicies;>> (Calling medic is "voicemenu 0 0", NOT "voicemenu 1 1" [that's for "incomming"])
- Wire up your trigger's USE output however you want.>> Now whenever someone uses the specified voicemenu command,>>>> the trigger_brush's USE output should fire and whatever event you desire will occur.>> the !activator IS passed to the triggered I/O chain, should you need it to; this allows you to filter your inputs too!
- game_playerdie Fires whenever a player dies. The person who dies is the !activator
- game_playerkill Fires whenever a player kills another player. (game_playerdie also fires) The person who killed the player is the !activator
- game_playerjoin Fires whenever a player joins the game. The person who joined is the !activator
- game_playerspawn Fires whenever a player spawns. The person who spawned is the !activator
- game_playerleave Fires whenever a player leaves the game. The person who left is the !activator
- spawn engineer buildings when someone says to
- payload maps could "switch" tracks depending on voicemenu "go left" "go right"
- payload maps could start/stop the cart on voicemenu "go" or "no"
- lock/unlock doors in sudden death (maybe even remove spawn walls?)
Get Plugin or Get Source (triggerhappy.sp - 2.1 KB)
TriggerHappyTest.zip (7.1 KB)
trigger_brush.zip (1.1 KB)Wyświetl pełny artykuł


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