- Jan 24, 2011
- 224
- 12
Instead of usual health and ammo pickups, for my themed map I want to have an alternative and more competitive way to get these usual pickups.
To sum it up, I made these func_breakables where I want OnBreak the !activator to directly receive the healthkit or ammopack. (Preferably to use it whenever they're full health or ammo or not.)
Methods I tried so far are:
To sum it up, I made these func_breakables where I want OnBreak the !activator to directly receive the healthkit or ammopack. (Preferably to use it whenever they're full health or ammo or not.)
Methods I tried so far are:
- I'm familiar with "BleedPlayer", a rather obscure yet useful input thats not mentioned on TF2 or VDC wiki commands or input pages. I tested to see if there were other obscure inputs like GivePlayer or HealPlayer etc. None of them work.
- I tried Give and Use as an input with the parameter of item_healthkit_large. Doesn't work.
- Using a point_servercommand for the breakable to Command > give item_healthkit_full, but given the map needs sv_allow_point_servercommand on always which I do not know how to automatically do that, as well as I am aware how risky these things are, I am reluctant to use this, especially given I do not know if I can make it specifically give to the !activator.
- I tried game_player_equip, Ithink that only works with weapons, that or just doesn't work.
- As an alternative, I tried a point_hurt with a negative value to heal. While a negative value to heal works with trigger_hurt, it merely cause 2hp damage when done so with point_hurt. I find it stupid it works for the trigger but not for the point. (I guess thats why it's called "pointless".) Plus I do not know if I can make an alternative for ammo this way.
- I know how to make a soundscript. Is something similar possible to get my desired outcome?