Point Entity Questions [regarding !activator]

Blue552

L3: Member
Sep 16, 2009
137
18
I don't really map for TF2 yet I see this site as a great source of mapping knowledge so I was wondering if you could help me.

I'm making a bhop for counter-strike: source. These are several ideas I want incorporated and my proposed theory on how I might do it.

Tasks:

1) When a single person fails a stage several times I message appears [or a sound] just to that player. This requires a personal math_counter, can you set a filter_type to !activator?

2) Certain weapons and/or teleporters can only be used by certain players. Again to do with !activator.

3) A way to recognize when a player has completed a stage with a certain weapon. Objects setting off a trigger_multiple works in soccer maps maybe I could manipulate that?

4) A randomly generated bhop stage. Using point_templates and case_logic yet is there a better way?

5) I know how to activate console chat yet is their a way to obtain the !activators name?

6) is it possible to manipulate SM commands via the map? Like sm_psay !activator name "message"? To send a private message.

7) One last thing, how do you make maps which can't be decompiled? Valve maps have this, although the cracked VMEX overrides this. However I have seen some very impressive maps which cannot be decompiled.

Reason being my map will have many secrets in it, want people to find them legit.

8) Whats the command for color?

<entity> <setcolor> <RGB>?



Answers to any of these questions would be great, thanks.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
1) When a single person fails a stage several times I message appears [or a sound] just to that player. This requires a personal math_counter, can you set a filter_type to !activator?

2) Certain weapons and/or teleporters can only be used by certain players. Again to do with !activator.

3) A way to recognize when a player has completed a stage with a certain weapon. Objects setting off a trigger_multiple works in soccer maps maybe I could manipulate that?
A trick that might help with these: you can modify a player's targetname by firing AddOuput targetname whatever_name at the !activator, and then use a name filter with that.
4) A randomly generated bhop stage. Using point_templates and case_logic yet is there a better way?
Instead of point_template you could use disabled func_brush and Enable the ones it randomly picks.
5) I know how to activate console chat yet is their a way to obtain the !activators name?
Nope.
6) is it possible to manipulate SM commands via the map? Like sm_psay !activator name "message"? To send a private message.
point_servercommand can use SM commands, but !activator doesn't work like that.
8) Whats the command for color?
<entity> <color> <R G B>
 

Blue552

L3: Member
Sep 16, 2009
137
18
Wow thanks heaps Pseudo, yea that name filter should really help me out. The brush idea is a way better method too :p

I'm going to add another question, I doubt it's possible though.

9) I noticed with cl_showpos 1 it displays the angle you are looking at. Plugins can detect the velocity. Is there anyway for me to be able to detect the !activators angle?

So people can only do certain parts if they Bhop backwards. This is not so important but would be interested if anyone knew.
 

Blue552

L3: Member
Sep 16, 2009
137
18
To verify.

Add Output via trigger_multiple.

OnStartTouch -> !activator -> AddOutput -> <name>



Adding a name filter to a teleport to only allow !activators under the above command didn't work :/
 
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