Team specific actions/restictions.

Troublesome

L1: Registered
Apr 11, 2008
15
0
Hi Guys,

I have been reading the forums for a few weeks now and have found most of the answers I have been looking for, now I have a question that would appear to have not been answered yet.


Can we make team specific rules E.G:

Red engi's can build dispensers/sentrys but blu engi's can't ?

Can we make an area to hurt/kill one team and not the other.

I have played around with Func_nobuild and Trigger_hurt entitys, I am very new to map building and dont fully understand how to use the entitys or connect them and produce the required results.

Any help would be great, think I just need a nudge in the right direction, or maybe a boot :D

Thanks in advance.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I think you can't do what you want to do. But maybe there is a way with the filter_team or something
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
EDIT:
I think you can't do what you want to do. But maybe there is a way with the filter_team or something
totaly wrong I'm affraid :p and too damn fast!

Main Post:
in the func_nobuild there should be a 'team' keyvalue, you can set that to the team you don't want to be able to build, it should then allow the other team to build as normal (I assume, I've not experimented with this)
The trigger_hurt will have a 'filter' keyvalue which you should set to 'filter_team_red/blue'
then make a filter_activator_tfteam entity (point not brush) set its team to red/blue and then name it 'filter_team_red/blue' (where red/blue is the team you want to hurt)
That should be everything you need
 

Troublesome

L1: Registered
Apr 11, 2008
15
0
Is there any way I can stop one team from building but allow the other to build ?

Any way at all ?
 

kimangroo

L3: Member
Mar 15, 2008
111
6
maybe you could do this as a workaround:

In the area you want blu to not be able to build:

1. Create a filter_activator_tfteam set to allow blu.

2. Create a trigger_multiple in the area and tie it to the filter under filter name.

3. Create the func_nobuild in the area and set it to start disabled.

4. Finally set the Onstarttouchall output of the trigger_multiple to enable the func_nobuild and Onendtouchall to disable it.

5. Hopefully with a bit of tweaking, whenever blu runs into the area the func_nobuild will be activated and they won't be able to build, when they leave the func_nobuild will be disabled and any red in the area will be able to build.
 

Troublesome

L1: Registered
Apr 11, 2008
15
0
Nice idea, but I tried the func_nobuild disabled at start, you still cant build in the area that the entity covers.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
You might need to kill the no build when the map starts.

Add an output on the logic_auto to kill the nobuild on mapspawn.

you'd need to use the point_template/env_entity_maker to spawn the the nobuild right when a player triggers the trigger onstarttouch. Then on end touch kill the nobuild.


So

logic_auto has output:

onmapspawn - func_nobuild - kill


point_template targeting the func_nobuild, env_enitiy_maker targeting the point_template


Trigger_multiple connected to a filter_activator_tfteam with outputs:


- onstarttouch - env_entity_maker - forcespawn - 0.0 delay
- onendtouch - func_nobuild - kill - 0.0 delay

The filter should actively kill/spawn the nobuild according to the team touching the trigger.

Dont know what kind of things happen when multiple people are involved, but that's a start.