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[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]


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Monyak
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Join Date: Apr 2009
Location: Ukraine
Old 09-07-2010 , 10:08   Re: [DeathRun] Triggers & Entites Fix v1.0 beta
Reply With Quote #11

Quote:
Originally Posted by ConnorMcLeod View Post
Use FindEntityInSphere for detection, then retrieve entity classname and check if that key exists in a trie you have set up at plugin_init.
big entities have their origin far from player's origin, and FindEntityInSphere wouldn't detect them.
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AlexALX
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Join Date: Apr 2009
Old 09-07-2010 , 23:44   Re: [DeathRun] Triggers & Entites Fix v1.0 beta
Reply With Quote #12

Quote:
Originally Posted by ConnorMcLeod View Post
Use FindEntityInSphere for detection, then retrieve entity classname and check if that key exists in a trie you have set up at plugin_init.
Oh, now I understand that you have say, right now, so I will do. I thought that you of the method of detection of the player in the doors.
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Old 09-08-2010, 00:47
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Old 09-08-2010, 01:12
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ConnorMcLeod
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Location: France (95)
Old 09-08-2010 , 01:30   Re: [DeathRun] Triggers & Entites Fix v1.0 beta
Reply With Quote #13

If Monyak is right (and he seems to know what he is talking about), you can't detect brush entities with this method.
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AlexALX
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Join Date: Apr 2009
Old 09-08-2010 , 01:47   Re: [DeathRun] Triggers & Entites Fix v1.0 beta
Reply With Quote #14

Quote:
Originally Posted by ConnorMcLeod View Post
If Monyak is right (and he seems to know what he is talking about), you can't detect brush entities with this method.
No... This methot detect brush trigger_hurt entity... But only first... (tested on deathrun_nightmare) this methot do not detect when you find a large entity from player, but i find all entites on map (8192x 8192y 8192z).. should work...

EDIT: radius is float xD when set 8192.0 - work fine. oon will release a new version. There is something that corrected.

Last edited by AlexALX; 09-08-2010 at 06:18.
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Old 09-08-2010, 12:29
AlexALX
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Old 09-08-2010, 18:32
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Old 09-13-2010, 02:07
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Laccess
Junior Member
Join Date: May 2010
Old 09-13-2010 , 11:07   Re: [DeathRun] Triggers & Entities Fix v1.2 [UPDATE 12/09/10]
Reply With Quote #15

This is amazing. I've just tested the push and door fixes and it's great!
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AlexALX
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Join Date: Apr 2009
Old 09-13-2010 , 11:35   Re: [DeathRun] Triggers & Entities Fix v1.2 [UPDATE 12/09/10]
Reply With Quote #16

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Originally Posted by Laccess View Post
This is amazing. I've just tested the push and door fixes and it's great!
Thank you. Finally, a first positive feedback...
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Old 09-14-2010, 16:55
AlexALX
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Bl0ck154
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Join Date: Sep 2010
Old 09-16-2010 , 12:58   Re: [DeathRun] Triggers & Entities Fix v1.3 [UPDATE 14/09/10]
Reply With Quote #17

Это что последняя версия?
А как же env_laser ?

Last edited by Bl0ck154; 09-16-2010 at 13:04.
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AlexALX
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Join Date: Apr 2009
Old 09-16-2010 , 17:28   Re: [DeathRun] Triggers & Entities Fix v1.3 [UPDATE 14/09/10]
Reply With Quote #18

Quote:
Originally Posted by Bl0ck154 View Post
Это что последняя версия?
А как же env_laser ?
Не знаю... Пока последняя. Насчет этой энтити я тоже обращал внимание, но пока не смотрел что можно сделать, но вот тут какраз я и сомневаюсь что могу пофиксить её. Завтра гляну... Проблема в том что там трассировка луча, а я не знаю ни одной норм функции которая бы нормально определяла прозрачного игрока в трассировке луча... Но как и сказал - уже завтра...
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Bl0ck154
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Join Date: Sep 2010
Old 09-17-2010 , 00:31   Re: [DeathRun] Triggers & Entities Fix v1.3 [UPDATE 14/09/10]
Reply With Quote #19

Ну, ладно. А урон от террориста нескольким КТ?
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AlexALX
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Join Date: Apr 2009
Old 09-17-2010 , 05:51   Re: [DeathRun] Triggers & Entities Fix v1.3 [UPDATE 14/09/10]
Reply With Quote #20

Quote:
Originally Posted by Bl0ck154 View Post
Ну, ладно. А урон от террориста нескольким КТ?
там тоже трассировка луча (пули)... Я щас посмотрел и могу точно сказать что это не могу исправить лазер и это....
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