Usage of Point_combat
Have you ever wondered how the monsters in Quake2 set of the alarms?, well here we'll show you how :).
1.Create a standard sized room and place in there a player start and a light.
2.Just in front of the info_player_start make a brush and attach the trigger texture to it then you can make it a trigger_multiple or trigger_once, give it these values as well
"target" "alarm"
"spawnflags" "1"
"classname" "trigger_multiple"
3.Now place a monster in to the level (we'll use a monster_soldier), give him this bit of info
"targetname"
"ala1"
"target" "ala2"
4.Now somewhere in the level make a brush that'll be the button and just in front of that make another brush with the trigger texture on it and assign it to a trigger_multiple and give it this bit of info
"target" "alarm"
"spawnflags" "1"
5.Ok nearly there, place a point_combat entity just inside of of the trigger_multiple brush (or at least make it so the monster will touch the trigger_multiple, heres the values for the point_combat
"targetname"
"ala2"
"spawnflags" "1"
6.Somewhere near the alarm button place a target_speaker entity and make sure it has these values
"noise"
"world/klaxon1.wav"
"spawnflags" "2"
"targetname" "alarm"
7.Thats it! all being well once you've compiled your map the monster should run towards the button and set of the alarm.
Heres the example map