trigger_push issue

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
While it doesn't happen all the time, there's always one! I have a train ride, and when you get to the end of the line there is a solid brush, and a trigger_push. The push is needed else you get slammed in to the wall... and actually get stuck.
While the push usually works and gets you away from the wall, people sometimes manage to slip by.

So can the trigger_push not handle too many clients at once? Is there a way to disable the clamping on the train carriage?

I have been thinking... having a clip brush parented to the train, which is disabled when coming to the end of the line, and a new static brush 1 unit thinner is enabled just beneath it so that you land on a static platform.. would this work?
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
Exactly, if the train goes fast enough, I'd put a trigger_hurt starting from outside the wall at the end that goes through the wall a bunch. This way, when you play online and people hit the wall, even if the "internet lag" actually make them go through the wall a bit ( in the case of your train going really fast), they would die no matter what.

About the trigger push, well, they're tricky because the speed at which they push you must be really high. Someone can always come in running fast (scout) and get pushed by a sticky explosion which will make him go even faster and traverse the trigger. It's easy to go through a trigger push. Unless your trigger is very thick and the push speed is in the 1000's, they'll still hit the wall and might get stuck.
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
it is very thick and pushes at 2000.

(hurrr hurrr)



If theyre stuck in the wall they get killed by the next train.. but I would rather they don't get stuck in the first place.
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
Sure.
If your train goes at 40 miles per hour or more, or feels like it, I would understand as a player that it's fast enough for me to die if I hit a wall.

MQ
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Well it's not really a wall as such.. it's a NoEntry brush (like the spawn visualizers). You also can't see it until you hit it because you are behind the train.. so do you think that constitutes a death?
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
In that case, it's different. It wouldn't feel right to hit a noentry wall and die.

I guess one of the two teams can pass through it?
In this case I would put some sort of door, a force field type of door, so you can see through it, but it would still block people. It would make sense that the train can pass through it, but not a certain team. A filtering force field. :)
Add a long trigger to open it (or disable the collision of it only) and use a filter_activator_tfteam set to whatever team you want to be able to open the door and assign that filter in the door's trigger properties.

That way a team could get in and out, and if they're on the train, they'd hit the trigger and open the door before it kills them. The other team couldn't.

Again, that's assuming one team can and the other cannot pass the noentry wall.

EDIT: you could also use a trigger push with a team filter: wouldn't kill the intruders but stop them.
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Well I just made it a NoEntry visualizer thing so that it doesn't look like the train is going through a solid wall :p
It's not actually a visualizer, it's a func_brush ( I tested all sorts of solid brushes and they all make you stuck) for changing solidity.
It becomes non-solid at the same time the trigger_push activates so that you don't get stuck and are pushed. This is all changed when the train passes a path_track and is kept like that for a time delay (rather than going back on pass because its sent when the train origin passes)
Except some people defy this :(


The train comes in to a station (but doesn't stop) and you get off at the station.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Nothing has changed D:


(my last post was me trying to explain what my setup is... there's no filtering out or anything between teams or clients.)
 
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Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
You could put a teleport behind the push that re-positions people back into the pushing zone...?
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Hmm I quite like that quick fix solution! Having to disable and enable all those brushes would be so very much work.

If you are already stuck in the solid, and then the teleporter which covers the solid is enabled, will it work? I've never used teleporters so I don't know their ins and outs..
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
What happens when "some people defy this?"
They still get stuck even if the wall is not solid and the trigger pushes them?

If your trigger push is long enough, they shouldn't be able to pass it.
The teleporter idea is also simple enough:

- Put a trigger teleport on the other side of the wall (thick enough)
- Put the info destination before the wall.

They'll be sent back on the other side if they traverse it accidentally.

Just make sure your trigger and info destination aren't too close or else you'll teleport infinitely. :)
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Well they don't mean to ... they just sometimes become stuck. and we don't know why tbh.

I just want to make sure the teleporter doesn't have any problem teleporting clients out of a solid wall if they start off being stuck.