Recent content by aussyspitz

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    Anyway to see a bot engineer's available metal?

    SOLVED: Well although it's unlikely anyone else will need this I figured out a way to test it by using the tr_walkway_rc2 sentrygun room. Attack with wrench ON Bot regenerate health and ammo OFF. Drop a Level 1 sentry and an Engineer directly behind it the Engineer should be able to upgrade...
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    help with item_teamflag

    Your suggestions of using ForceGlowDisabled 1, trail_effect 0, setting the flag model to models empty and looking at the team_round_timer all worked like a charm. I had one final issue to resolve to get rid of the CTF HUD which I solved using the tf_gamerules entity with help from this thread...
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    help with item_teamflag

    Thank you! I will give that a shot
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    help with item_teamflag

    I'm trying to use an item_teamflag to direct bots to a certain area/location and then use a trigger as they get close to it disable it but I'm running in to a lot of problems. It's a 5cp map I want it to be invisible no model, trail, effects or glow. So far I am unable to make it invisible...
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    Anyway to see a bot engineer's available metal?

    Does anyone here know of a way to see how much metal a bot engineer has? I modified a metalregen plugin to only work for bot engineers so that they can then build/upgrade faster however I'm trying to determine if it is actually working as it was intended. I tried spectate and I thought there...
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    How do you make a trigger that destroys teleporters?

    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...