Multipli questions about important stuff

Arokhantos

L1: Registered
Jul 14, 2014
25
9
Is there a trick that i can make nobuild parent aka follow a entity ? and make it work ?

Is there a way to make multipli trigger_hurt work while having a team filter active for specific one ?

Is there a way to make multipli trigger_teleport work while having a team filter on ?

Current when i make 2e trigger hurt or teleport it will not work, i'm hoping its because of a user error.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
All those things are possible, yes.

df4f8f4953.png

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Use a filter_activator_tfteam as your filter.
 

Arokhantos

L1: Registered
Jul 14, 2014
25
9
I dont see parent at all

Nb5ZL0E.png


As for other stuff i give it a try thanks :)

How i setup sourcesdk properly for tf2 to work ?

Currently i use hammer thats inside tf2 folder instead which doesn't even show parent on nobuild :|
I make a trigger brush then tie to entity make it func_nobuild but then there no parent currently.
 
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Arokhantos

L1: Registered
Jul 14, 2014
25
9
So how i fix nobuild to have parent ?

I don't have one.

sourcesdk i cannot fix cos i don't know how and i seriously don't understand why valve has't patched it already for steampipe, valve clearly does't give a shit about maping community
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
7,669
Valve's default FGD doesn't have the parent key listed for the nobuild. Element has one because he is using the FGD from my resource pack. (see my signature below) A lot of people have been using it so long they don't realize what isn't default :p

You could also manually add it to one entity by clicking the "Smart Edit" button to turn it off. Then click the "Add" button that appears and enter a key of parentname and a value that is the name of the entity you want it parented to.
 

Arokhantos

L1: Registered
Jul 14, 2014
25
9
Trigger hurt and trigget teleport still not working i'm getting seriously annoyed now on how bugged hammer editor is.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
*cough*

You don't need to use the Source SDK for TF2 mapping, there is no benefit to doing that. Stick with launching Hammer.bat/Hammer.exe from your Team Fortress 2 bin directory, it's all set up ready for you. The only benefit to having the SDK installed on your system is access to all the template material in sdk_content, AFAIK. Or if you want to set up Propper. The Source SDK is mainly for Source modders, I believe.

With regards to the func_nobuild, it seems there is a slight variance between using the standard TF FGD and A Boojum Snark's pack. In the former, the Parent value is displayed in the list. In the latter, it is not, and instead the Team value is displayed. In reality, both of these values work. You can add them to the entity by turning off Smart Edit. Read the Valve Wiki page for information on the keyvalues.

I made an experimental VMF to test the above values. If you need it, let me know and I will make it available somehow.

EDIT: Outposted! I apologise.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Actually, triggers work fine with filters. I can assure you of that. It would help if you explained more about what you are trying to do, and what you have done so far.
 

Arokhantos

L1: Registered
Jul 14, 2014
25
9
Currently testing if i can make nobuild work but i strongly suspect it won't work.

got 2 nobuild areas working 2 more don't work yet, finaly making some progress.
 
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worMatty

Repacking Evangelist
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Jul 22, 2014
1,257
999
Currently testing if i can make nobuild work but i strongly suspect it won't work.

If you go in to it with that kind of attitude, then you will be looking for faults. I have already said above, that parenting a nobuild is possible, and offered to give you a VMF to study. If you don't get it to work, then it will be because you haven't done it right. Not because of imaginary Hammer bugs.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
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With regards to the func_nobuild, it seems there is a slight variance between using the standard TF FGD and A Boojum Snark's pack. In the former, the Parent value is displayed in the list. In the latter, it is not, and instead the Team value is displayed.
I did notice that when I verified my pack was the source of the parent key, and fixed mine to have both for the next update. (I'm pretty sure team used to not work, I would have checked something so simple)
 

Arokhantos

L1: Registered
Jul 14, 2014
25
9
vsh style maps require it to work, but i think if use more then once it won't work but need little more research on that, maybe i can find alternative usage keeping people off objects.

Any trick i could do to make it impossible to stand on tanktrain entity ? like make people fall through it ?

Anyway i got nobuild working, so glad cos made stuff lot more simpler.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
vsh style maps require it to work, but i think if use more then once it won't work but need little more research on that, maybe i can find alternative usage keeping people off objects.
Not sure what you are referring to, there. One would use func_nobuild to stop engineers from building in unfair or hard-to-reach places. If you don't want players to get to those places, you are best using clip brushes. In VSH, there are steps to balance against sentries, by giving the juggernaut/Hale super powers.

Any trick i could do to make it impossible to stand on tanktrain entity ? like make people fall through it ?
Well, you could simply make the train non-solid. Or you could parent a trigger_push to it, so that players are pushed off. If the train is just for decoration and not usually accessible, then making it non-solid is the most elegant solution. Tick the 'Passable' flag.

EDIT: I'm not sure if you wanted my earlier VMF. I will host it temporarily, here. If you compile the map, type showtriggers_toggle in console whilst running the map inside the game, then hit the button I made to make the func_door move, and the func_nobuild with it. To your right are RED and BLU func_nobuilds.
 
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