(zscript) Source/Quake - inspired trigger "brush"

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MyNameIs
Posts: 28
Joined: Sun May 26, 2013 3:28 am

(zscript) Source/Quake - inspired trigger "brush"

Post by MyNameIs »

Trigger "brush", inspired by quake/source one.





Mode, repeatability, activator, trigger rate, what it can be binded to and tid of an actor which action to activate can be changed
Spoiler:

proper collision detection thanks to SAT - trigger's angle, pitch, roll rotation is supported
can be rotated by other trigger, but with some limitations, i couldn't resolve them. :(
Spoiler:


check out an example map for some use cases i could think of

download 1.2 - https://www.dropbox.com/scl/fi/hhdo6s31 ... nz6wd&dl=0
example map 1.2 - https://www.dropbox.com/scl/fi/aqdolxkc ... v96fl&dl=0
Last edited by MyNameIs on Sun Nov 24, 2024 2:04 pm, edited 1 time in total.
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Fishytza
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Re: (zscript) Source/Quake - inspired trigger "brush"

Post by Fishytza »

Fantastic work! This is incredible.

I think I managed to find one bug tho. On a "on enter" trigger that's set to trigger "true single time" it's possible for multiple actors to trigger it before it disappears. Right now the trigger box only disappears when the triggerer steps away.

In this test map there's a simple ACS script that prints something to the screen depending if a player or a monster triggers it. Alert the pinky and then walk inside the trigger and wait for the pinky to walk inside too. You should see 2 different messages which I presume is not supposed to happen with a "true single time" trigger.
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MyNameIs
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Re: (zscript) Source/Quake - inspired trigger "brush"

Post by MyNameIs »

Fishytza wrote: Sat Nov 09, 2024 5:58 am On a "on enter" trigger that's set to trigger "true single time" it's possible for multiple actors to trigger it before it disappears.
sorry for the late fix - i couldn't bring myself to work on it again, the MATH kinda broke me.

should work better now, also changed example map a bit

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