make it check for 2 buttons instead of one button.....using the same target name.......both are the same entity doing the same thing with the same target name.
then make it check for the closest button of these 2, and if a path to it is FREE(not blocked by entity func_door, etc.) and maybe it will then use this button.
those terrorist doors i dont remember having problems with with podbot.....its more the other door by the house where problems still exist.
those buttons are not "use"..they are "touch"...
i am not clear about a "moving func_wall" used instead of a func_door for elevators or doors. ive never heard of a moving func_wall.....but im not Map-God either. i dont see a LIP (sets distance in units to move to) option in the func_wall parameters.
a trigger multiple is a world based entity(must be drawn textured with aaaTrigger and tied to an entity)...so if a bot walks through this entity.....it will trigger automatically. he is not stopped by this entity(blocked) because its a passable entity.
the func_buttons have the "touch activates" flag. this must be de_prodigy.
if this door is done with a trigger_multiple to open it, then the Author would have to have an extra sound "ambient_generic" being triggered to make a button sound. the func_button has these sounds in it already. and that button does make a sound.
the terrorist doors are surely trigger multiple.....he just made the brush slightly thicker than the door.....when i do this with doors......i make them (trigger_multiple brushes) damn fat.....so its triggered early enough so you dont have to STOP on the door to wait for it to open. and then i set the speed of the door to at least 120...which is moving pretty fast.
i wish mappers would think about bot nav before making such things
