Help with AddHealth, with a StartTouch trigger

Åñäløg

L1: Registered
Nov 6, 2012
5
0
Hey guys, I've recently been working on a jump map and have come across a slight problem. Two of the jumps within the map require a "healing" brush or something similar that will work with StartTouch; this is because while landing a 'sync', (use of two or more rockets to go either higher or farther) the damage dealt from the rockets + the fall damage from landing will kill a soldier once performed.

Now, what I have already tried was the use of a trigger_multiple, and in the Outputs tab I've set an OnStartTouch with AddHealth. I've already played around with the output, and read through a few articles in this forum; seen a few threads talking about an !activator target, but that also seems to do nothing for me. So, my question is... "How to I create a brush and make it so it adds a specified amount of health upon touching it?"
"Do I need to download a mod, is there something I'm doing wrong, or not seeing?"



PostScript: I am already using a func_regenerate brush being associated with a supply locker. This is working fine, but I need the additional health from a trigger or w/e.

And thanks for taking the time to read this.
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Freyja

aa
Jul 31, 2009
2,994
5,813
!activator will show up as incorrect in hammer, because it's not a proper "target", but will work for you.
 

Åñäløg

L1: Registered
Nov 6, 2012
5
0
Sorry for taking awhile to reply; I needed some time to catch up with some homework. However, like I said before, !activator still doesn't work for me. The only additional information that I can think of, is that I'm running the map blankly (as in, there is no control point or intel... or anything really). And that I did a mod to my SourceSDK directory earlier (so that I can run hammer without the new grid bug, and without having it crash after (, but that shouldn't effect an undefined target right?)). Anyway, still not getting health upon collision with the trigger, any other ideas?



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Åñäløg

L1: Registered
Nov 6, 2012
5
0
Could a func_ regenerate do what you're after?

It could, but I would have to both find a way to make that regen function able to heal me to full health, along with it being able to reset itself in 1 eighth of the time of a supply locker... and better yet, regen without sound or lag. (Which can sometimes be a problem with a supply locker going nonstop.) Anyway, I'll maybe play with it after classes, thanks for the idea though.
 

Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
You shouldn't be bothered by this so much as Jump Servers have a plugin called JP which makes everyone invicible to avoid dying from fall damage and such
 

Åñäløg

L1: Registered
Nov 6, 2012
5
0
You shouldn't be bothered by this so much as Jump Servers have a plugin called JP which makes everyone invicible to avoid dying from fall damage and such

Perfectly aware of the "JM" and "SM" mods, such as /regen on && /superman. However, there are players who try to run <most> of the maps in a speed run, in which these functions are disabled. Likewise, I am doing most of the test in an offline mode, and I feel forcing the players to wait for a server that can run the plugin, or being forced to use a rocket jumper, can really limit a maps potential. (Especially if I make a jump I plan on using in the future).
On a short side note, there has been maps made by users in the past that have precisely what I'm looking for.

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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
If you have a copy of the map that's done the same thing then you could easily decompile it with BSPSource and check how the author did it.
 

Åñäløg

L1: Registered
Nov 6, 2012
5
0
If you have a copy of the map that's done the same thing then you could easily decompile it with BSPSource and check how the author did it.

Where... has this program been my whole life...
Well, I have got to thank you for this 'decomiler', found out what the map maker did and it turns out it was a pretty simple fix. What he did was he created a trigger_hurt and set the damage to -400 as shown below. Thought I'd post it for future help. ;)



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bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
Hey Analog. Typically in jump maps you have a trigger_hurt with an arbitrary value -2000, plus a func_regenerate. You don't need to set any input or outputs, just make sure that "clients" is checked in "Flags" tab of the properties. This is typically fine, even for syncing rockets.

If you have any more questions feel free to add me.

Good luck!