- Aug 6, 2009
- 33
- 15
First of all, i am not sure if this already exists, if yes please delete this thread .
Okay let's begin:
Target Activators
Only green ones are useful for multiplayer
Use these as targetnames, or outputs
As a targetnames for an entity, if you don't have more information about something.
*PVS -> Potentially Visible Set
Name Activators
Use these ones as entity names(!)
game_playerdie
game_playerkill
game_playerjoin
game_playerspawn
game_playerleave
I think i don't have to say much about it, if for example a light entity is named "game_playerdie" you could toggle it off and on everytime a player dies .
And just one thought of me, you could build a huge trigger_multiple around your map, name it game_playerkill and as output use
To give the killer full health back .
I'm not sure if it works, I can't test it now, Steam is Validating Game Cache :/.
Okay, maybe someone of you could try it .
Also i am to stupid too use
tags o:.
Okay i hope you like it, if you find out something doesn't work or some grammar is not correct, please tell me .
Okay let's begin:
Target Activators
Only green ones are useful for multiplayer
Use these as targetnames, or outputs
As a targetnames for an entity, if you don't have more information about something.
- !player - This is used to target the player itself, use !player for singleplayer (not very useful for TF2 ) and Player in Multiplayer games (TF2 friendly)
[*]!caller - This one targets the activator of the current entity, for example is a player shoots at a breakable object, you could ignite him with !activator
[*]!activator - This targets the first entity that called a row of entitiys, e.g. ent_a calls ent_b which calls ent_c which calls !caller, now ent_a is called very easy - !self - The target is the same entity that is specified in the targetname
- !pvsplayer - Targets the first entity which is found in the current PVS*
- !speechtarget - The target is an entity, which builds a virtual visual line (direct line from ent to ent there has to be a clear line of sight) though i am not sure :s
- !picker - This one targets the entity the player is looking at (Only Solid entitiys )
*PVS -> Potentially Visible Set
Name Activators
Use these ones as entity names(!)
game_playerdie
game_playerkill
game_playerjoin
game_playerspawn
game_playerleave
I think i don't have to say much about it, if for example a light entity is named "game_playerdie" you could toggle it off and on everytime a player dies .
And just one thought of me, you could build a huge trigger_multiple around your map, name it game_playerkill and as output use
Code:
OnTrigger -> !activator -> SetHealth -> 300
To give the killer full health back .
I'm not sure if it works, I can't test it now, Steam is Validating Game Cache :/.
Okay, maybe someone of you could try it .
Also i am to stupid too use
Okay i hope you like it, if you find out something doesn't work or some grammar is not correct, please tell me .
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