Giving names to a player?

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
Names to Players, Removing Pipebomb and fun_rotating

I can't figure out how to do this, does it involve using !activator? And then what?
And why won't it remove pipebombs when everything is set up (as best to my knowledge)?
I also say a func_rotating work in a custom map, does anyone know how this works since it doesn't seem to work for me :\
 
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bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
func_rotating still doesn't work but I bet you could pull off an imitation using func_traintrain and a small closed loop of path_corners. As far as pipebombs and stickies go... they are definitely physics objects, but some entities cannot affect them due to unresolved SDK bugs. for example trigger_multiple will not kill pipebombs, but func_breakable WILL kill them under the exact same conditions (using !activator and kill).

as for giving names to players I have no idea.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
I think to name a player that triggered something you would target !activator and send the output AddOutput with the parameter targetname whatever. I haven't tested this but I think you could use it to later identify a player using a filter_activator_name.
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
func_rotating still doesn't work but I bet you could pull off an imitation using func_traintrain and a small closed loop of path_corners. As far as pipebombs and stickies go... they are definitely physics objects, but some entities cannot affect them due to unresolved SDK bugs. for example trigger_multiple will not kill pipebombs, but func_breakable WILL kill them under the exact same conditions (using !activator and kill).

as for giving names to players I have no idea.

func_rotating doesnt work in TF2 mapping? weird