Setting up and altering OBB triggers at runtime #23
pellevoice
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I'd like to extend on this that it was also possible to run Even though moving physics didn't really work with this solid-mode, it was still very useful to generate invisible OBB hitboxes of arbitrary size, keeping it motion-disabled. |
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In older Source-titles we've been able to dynamically alter trigger-size at runtime (mins/maxs rectangle), which has been incredibly useful.
In Source1 (CS:S and CS:GO for example), you could do it by EntFire:
AddOutput > solid 3AddOutput > mins -32 -32 -32AddOutput > maxs 32 32 32Or its VScript-equivalent:
.SetSolid(3);.SetSize(Vector(-32,-32,-32),Vector(32,32,32));solid 3allows the trigger to be rotated (Oriented Bounding Box)This works for all
trigger_classes, such astrigger_multiple,trigger_hurt, etc.It would be great to have this as an option in CS2 as well. Potentially something along the lines of:
Here's an example use-case, having the trigger (red outline) be resized dynamically to prevent going through world-geometry. While using it to hit/damage-players:
dynamic_trigger.mp4
Map-compiled trigger meshes just isn't viable for things like these.
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