From dcc89b2aee67b3a7df0b6c6f2a2b58eb35cb0d09 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=CE=B6eh=20Matt?= <5415177+ZehMatt@users.noreply.github.com> Date: Tue, 28 May 2024 20:57:25 +0300 Subject: [PATCH] ep1_c17_05: Add checkpoint after the hallway --- gamemode/gametypes/hl2ep1/mapscripts/ep1_c17_05.lua | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/gamemode/gametypes/hl2ep1/mapscripts/ep1_c17_05.lua b/gamemode/gametypes/hl2ep1/mapscripts/ep1_c17_05.lua index 1a3cc5b8..c2345c6d 100644 --- a/gamemode/gametypes/hl2ep1/mapscripts/ep1_c17_05.lua +++ b/gamemode/gametypes/hl2ep1/mapscripts/ep1_c17_05.lua @@ -40,7 +40,18 @@ MAPSCRIPT.GlobalStates = { ["super_phys_gun"] = GLOBAL_OFF } -MAPSCRIPT.Checkpoints = {} +MAPSCRIPT.Checkpoints = { + { + Pos = Vector(9777, 9720, -735), + Ang = Angle(0, 90, 0), + Trigger = { + Pos = Vector(9777, 9720, -735), + Mins = Vector(-106, -111, -64), + Maxs = Vector(106, 111, 64) + } + }, +} + function MAPSCRIPT:PostInit() -- Force the NPCs to follow the player. Squads in Garry's Mod are a bit broken, the replacement -- lambda_player_follow entity is a bit more reliable but also quite hacky.