I guess you weren't paying attention, Harry, Nate & other modders moved completely to Modme.
self is 'level' here not a player or a zombie so that where things start to go wrong
hud = NewClientHudElem( self );
That should work, it worked in the updated power ups HUD I done and it's used in Harry's perks for the HUD, iirc removing self should spawns it on all players.
I made an elevator where the zombies went up with you, but they stood still on the ride and you could just kill them. When I gave it to someone, they could not get the zombies to follow them in the elevator at all. We never figured out why.
One thing that helps I think is to have a real floor under the elevator, structural. Call connect paths on the doors, if they are not models, or clips if they are models.
Those are called on script_brushmodels that have dynamicpath selected. Elevators get tricky though because its in mid air, and nothing for the zombies to stand on and path.
edit: There are types of clips, I think it is, that zombies will path on, I forget what they are though, soy yo knows, I think he answered somewhere in the forum about it.
Picture would help, but make sure:
- there isn't more than one clip
- The traverse has room width wise and is not inside the brushes (on the sides)
- The travers is a click above the brush it has to go over
- The pathnodes are not inside other nodes and being ignored
- You yourself are standing in an area that shows paths connected to from the window
Just create a point of interest at the triggers origin. Set the radius less than the distance you are teleporting them too. If they get inside the distance it will mess them up without a path to it. Then when they trigger the trigger, teleport them.