How do you make a trigger that destroys teleporters?

Jan 31, 2008
555
1,482
I need to destroy all engineer buildings at a certain place at a certain time.
How do I do it?

Activating a func_nobuild doesn't remove the structures built before it was activated.
I tried a trigger_hurt that doesn't affect players, but it didn't work either :(
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
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133
If you figure it out let me know, I'd like to do prevent teleporter builds but allow sentries in battleofthegods. :)
 

Icarus

aa
Sep 10, 2008
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one way you can work around it is by placing the badwater explosion prop with an animated physbox in there and turn Vphysics on. (you don't actually have to show the prop. Set the animation to idle and hide it under the floor or something)

All teleport exits within it's bounding box will explode upon use.

Additionally, I heard building on a func_brush also causes this effect.
 
Last edited:

YM

LVL100 YM
aa
Dec 5, 2007
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Whats wrong with the way they destroy them in goldrush and badwater?? open up the decompiled version and take a look at the trigger at the front of the cart.
 

Icarus

aa
Sep 10, 2008
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Ace: Use a trigger_hurt with a filter that excludes players. Check the everything and physics debris flags.

Grim: use my above post
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
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you mean filter_activator_class; disallow; player? Not sure, but it is possible it also destroys projectiles (like stickies)
 

Icarus

aa
Sep 10, 2008
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well, ace only needs to destroy buildings all in one instance, so the trigger only needs to be active for 0.10 seconds
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
All teleport exits within it's bounding box will explode upon use.

Additionally, I heard building on a func_brush also causes this effect.

explode without successfully teleporting?
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
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I thought it was impossible to build on a func_brush (any brush entity) (and prop_dynamic, and other dynamic things)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
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I thought it was impossible to build on a func_brush (any brush entity) (and prop_dynamic, and other dynamic things)
It all depends on their normal use. Any object that basicly has a static location (a prop_dynamic also has that - only parenting can make it move). A prop_physics (which you should use for the payload cart for multiple other reasons also) doesnt allow buildings on it as its by default a moveable object. Note, any object that is ment to move even though it doesnt move from the start also doesnt allow buildings on it (func_tracktrain/func_door).

Thats the general hint to see if its possible. There might be some exceptions but basicly its that way.
 
Jan 31, 2008
555
1,482
Ace: Use a trigger_hurt with a filter that excludes players. Check the everything and physics debris flags.

Grim: use my above post

I tried that, and it didn't seem to work :(
I'll try it again though, just to be sure

Grim you can also call client commands that say "destroy 2;destroy3" .

But then the engi has to stand in the trigger. And if I put it over the whole map, all red engi structures are destroyed, even those in a valid place.
 

Altaco

L420: High Member
Jul 3, 2008
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Trigger_hurt, create a filter_activator_class entity for with criteria "player" and set it to exclude. Then it'll hurt everything but players.
 

aussyspitz

L1: Registered
Feb 4, 2015
6
2
This is what I did and it worked well modify for your own use first I set up: bot_hint_engineer_nest, bot_hint_teleporter_exit & bot_hint_sentrygun make sure to name them all the same and mark + add in my case I named them ren1 (redenginest1) second step was to create a trigger hurt area to cover the nest I named ren1_destroy I set damage type generic and damage to 275 set the following flags Only Clients in Vehicles, Everything, Physics Debris, and Disallow Bots. Third step I built (3 separate) filter_activator_class I built one for each filter class name I wanted to damage. Then I set filter mode to allow entries that match the following criteria. You should have 3 filters one for each filter classs name i.e. obj_teleporter, obj_dispenser, and obj_sentrygun. I named them fac1, fac2 and fac3 Step 4. build a logic_multi set logic type to OR (any filter must pass) then add fac1, fac2 and fac3 to your filters list I named my filter_multi fm1. Step 5. select trigger_hurt and under filter set fm1 Step six set up your trigger inputs. In my case for instance on a 5cp map I set trigger_hurt to activate from an output of trigger_capture on mid point 3 OnCap Team 1 - enable and OnCap Team 1 - disable with a delay of 5 seconds. Hope this helps someone