So, I'm still working on my CTF map that has a control-point-controlled security system in the basement (which I've dubbed ctf_simple out of irony), and I've got most of the mechanics working. The problem I've run into is making the security system filter properly.
My current setup is nice and simple: I have the control point (hall_control_point), which works just fine. Then, I have a filter_activator_tfteam (hall_filter) that associates with hall_control_point. Finally, the actual security system is, at this point, just a trigger_hurt that deals instant death (1000 damage), and filters based on hall_filter.
In detail:
hall_filter (filter_activator_tfteam)
Property
|
Value
Team | Any
Filter Mode | Disallow entities that match criteria
Associated Control Point | hall_control_point
hall_security_trigger (trigger_hurt)
Property
|
Value
Filter Name | hall_filter
Damage Type | SHOCK
Damage | 1000
Zero Damage Force | Yes
The problem I'm having is, the security trigger always kills everyone, regardless of team or the state of the control point. Am I doing something wrong?
My current setup is nice and simple: I have the control point (hall_control_point), which works just fine. Then, I have a filter_activator_tfteam (hall_filter) that associates with hall_control_point. Finally, the actual security system is, at this point, just a trigger_hurt that deals instant death (1000 damage), and filters based on hall_filter.
In detail:
hall_filter (filter_activator_tfteam)
Team | Any
Filter Mode | Disallow entities that match criteria
Associated Control Point | hall_control_point
hall_security_trigger (trigger_hurt)
Filter Name | hall_filter
Damage Type | SHOCK
Damage | 1000
Zero Damage Force | Yes
The problem I'm having is, the security trigger always kills everyone, regardless of team or the state of the control point. Am I doing something wrong?