(Solved) Trigger options not showing up in entity brush list

Discussion in 'Mapping Questions & Discussion' started by Sp00k, Dec 27, 2016.

  1. Sp00k

    Sp00k L1: Registered

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    I'm trying to make a trigger_control_area and trigger_hurt but those options aren't showing up in the list of entity brushes. When I convert the trigger to an entity brush it just transforms into a prop_static entity. I dont know if there's some sort of requirement for activating trigger options, but they're just not showing up in the list. Help?
     
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

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    You're probably not using the correct entity tool. This one on the sidebar :entitytool: is for creating point entities (such as prop_static, lights, team_control_point etc.) that exist at a single point in space. The other type, brush entities, includes things like triggers and func_doors, and is created by selecting an existing brush and pressing Ctrl+T. You can't choose brush entity classes with the point entity tool and vice versa, so make sure you have the right one.
     
  3. Sp00k

    Sp00k L1: Registered

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    Tried it just now, didn't work. Still showing the same list. Do I need to select objects/groups/solids/one of these in particular? I've been told that that's an issue in the past.
     
  4. Crowbar

    aa Crowbar perfektoberfest

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    Either of these but Solids.
     
  5. Sp00k

    Sp00k L1: Registered

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    Okay, so using Block Tool, I made a world brush around the point. Then I selected it with Objects selection, and using CTRL+T, turned it into an entity. But when I checked the VisGroups tab, CTRL+T has just adding the trigger to point entities instead of brush entities. What to do?
     
    Last edited: Dec 27, 2016
  6. killohurtz

    aa killohurtz Distinction in Applied Carving

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    If you did exactly as you described, then that's not supposed to happen. Maybe try validating your game cache?
     
  7. Sp00k

    Sp00k L1: Registered

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    game cache? I'm running hammer from my Team Fortress 2 > bin folder lol
     
  8. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Yep! Hammer's in the game files, so it and everything it depends on are validated with the rest of the game.
     
  9. Sp00k

    Sp00k L1: Registered

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    ah ok i'll do that then, hopefully it will work
     
  10. Sp00k

    Sp00k L1: Registered

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    Validation didnt work pls help ;~;
     
  11. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Well you're obviously doing something wrong. You aren't supposed to select the entity at all to make a trigger. Just make a brush, select that brush and only that brush. Press CTRL + T. You should now have a func_detail. Now, you can change it into a trigger_hurt.

    If that still doesn't work, make sure you don't have ignore groups enabled because that can mess things up.
     
  12. Sp00k

    Sp00k L1: Registered

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    That just turned it into a prop_static. Ignore groups is off. (I changed the default from info_player_spawnpoint as UEAKCrash has suggested in his tutorials.)

    Also not sure if this helps but I'm using "A Boojum Snark's Ultimate Mapping Resource Pack".
     
  13. Sp00k

    Sp00k L1: Registered

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    HOLY SHIT. I changed the default SolidEntity class to trigger_capture_area and it FINALLY WORKED!
     
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  14. turtleboy666

    aa turtleboy666

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    Just so you know, the default SolidEntity class should be func_detail and most people keep it that way.
     
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  15. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    That still shouldn't have happened. prop_static is a point entity, and if you pressed ctrl + t on a brush, it would never become a prop_static.
     
    • Agree Agree x 1