Our letter to Valve, part II

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
I'd like to mention that you can't change or scale the explode sprite in the explode point entity.
Doors that can force open as well as close.
Built in water effects (like moving water that pushes a player and look like it flows)
Allow more points on cylinders and spheres (if possible fix crashing when carving)
If not too difficult, a face detailing tool to help with texture blending and detail (like you could split a face into different texture areas but still be one brush)
Working ladder options
Class, player and weapon editing entities (like giving scouts more maximum health, or more ammo for a gun)
Parenting for everything
Ability to delay hurting a player (a delay for trigger_hurt?)
Maybe a trigger_timer_area (for timing how long something has been in an area)
Maybe a trigger_counter_area (counts all activators inside, flags for clients and phys objects)
Custom HUD with custom variables (including timer placement or multiple timers or player names)
All I can think of for now...
 
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zbandito

L1: Registered
Feb 12, 2008
21
2
Delays can be accomplished through the outputs tab; pipe to a logic entity if necessary.

Has this letter been sent yet? I think it needs to go out soon if not. Sitting around rehashing this letter isn't going to get anything addressed, and while I understand and agree that the letter should be reviewed to request important and easily implementable changes, we can always send another one next month reiterating what we want.
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
Delays can be accomplished through the outputs tab; pipe to a logic entity if necessary.

No because if a player enters a trigger_hurt it only hurts when the player is in contact. And there is no output that says "Hurt Player" (which was one of my suggestions) Add and remove health doesn't work.
 

zbandito

L1: Registered
Feb 12, 2008
21
2
Hm, can you name the player when they enter a trigger_multiple, have it spawn a trigger_hurt entity and set it's parent to the player name? Just a thought. :)
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Already folks, this is next on my to-do list. I'll be merging and/or including all the new suggestions here, for the final draft of our letter.
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
I don't know if these are possible but it would be great:
allowing the combination of entities
adding properties of other types of entities to another
player tracking entities (and various other detectors)
be able to differentiate between cloaked and disguised spies.
triggers on various stats of a player

Hm, can you name the player when they enter a trigger_multiple, have it spawn a trigger_hurt entity and set it's parent to the player name? Just a thought. :)

I don't know how to name a player, but thats overly complicated, I'd rather have a delay on the trigger hurt...
 
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ionoff

L1: Registered
Jun 28, 2008
1
0
EDIT: I am too late it appears, since there is a topic Valve has replied!

I hope you have not sent it out yet.

func_regenerate need to have a disable sound or custom sound option.
or/and SetAmmo/SetClip1 player variable.

The Player:SetHealth entity needs to be documented or added to the via this entity list for player. This function currently works, but is not documented. (Trigger Multiple, OnTrigger, Target: player, via this input: SetHealth, with a parameter: 400)


Player class filtering should be moved to #1.


Fire was in one of the later posts, but it needs to be added, not just particle effects or smoke stacks like suggested by other players. Fire does not render but can damage a player, but not ignite them.

senturies and destructiables need to be about to have an onDestruct/onKill/onZapp event/output when using obj_sentury.
 
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DragonFlame

L1: Registered
Apr 23, 2008
38
2
Just a comment, but for the "nogrenades" thing...couldnt you just make a func door and not have it activated ever?
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
More Hud control with controlpoints for PL and normal CP. (AKA let us enable/disable control points on the hud, so we can keep the hud less cluttered)
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
A tf_projectile_rocket entity would be nice... since they were so kind to put in Obj_dispenser and Obj_sentrygun entities, im hoping its an easy add.
 
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