Dispenser/Respawn help?

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Cereal_Killer

L1: Registered
Feb 11, 2008
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Could I make so that if an engineer built a dispenser in a respawn room which was disabled that it would suddenly enable it causing that team to start respawning in that room? How would I go about doing this?

Thanks,
Cereal Killer
 

YM

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Dec 5, 2007
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use a triggerbrush aroudn the room, set it's flags to "everything" then set the filter to "dispencerfilter" make a filtertype entity with the same name and set the filter to the dispencer name (can't remember it off the top of my head) then tell the tigger to enable the info_spawnpoints in that spawnroom when it is triggered (by the dispencer)
 

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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Dam, you beat me to it. I was just reading about various new filters and outputs on the Valve wiki. But yeah, what Youme said.
 

Cereal_Killer

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Feb 11, 2008
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use a triggerbrush aroudn the room, set it's flags to "everything" then set the filter to "dispencerfilter" make a filtertype entity with the same name and set the filter to the dispencer name (can't remember it off the top of my head) then tell the tigger to enable the info_spawnpoints in that spawnroom when it is triggered (by the dispencer)

Thanks a ton, My only question would be what is the dispenser name? I have no idea where to look it up. If you could tell me where I'd <3 you. yeah, id damn f****** <3 you.
 

YM

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I can't remember what it is, but you can look it up. try in the GCF script files, it will be the name of the dispencer script (Thats one way of removing weapons, but it spams "sv_cheats 1" on the screen)
 

YM

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nope, it seems I'm slightly wrong. its not there. That means I have no clue where it is.
It probably has "buildables" in it somewhere, why not do some trial and error? (that is by best suggestion)
 

Cereal_Killer

L1: Registered
Feb 11, 2008
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nope, it seems I'm slightly wrong. its not there. That means I have no clue where it is.
It probably has "buildables" in it somewhere, why not do some trial and error? (that is by best suggestion)

Which filtertype entity did you use?
 
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YM

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trigger_once or trigger_multiple, depending on how you want to use it.
 

Cereal_Killer

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Feb 11, 2008
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The only other thing was that there must be a list somewhere of all the available classes, including what im looking for ie dispenser.
 
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Scotland Tom

L6: Sharp Member
Jan 19, 2008
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This sounds like a fascinating idea. Not that I have any clue as to the implementation. But making it so that an engineer can capture a forward spawn point like that is a really cool concept. I'm anxious to see how it works out.
 

fartron

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Jan 27, 2008
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Cereal, you can learn a lot if you go into TF2 and play with the ent_ commands in console. Bind a key to ent_text and press it while looking at an entity to get a lot of information about it on screen. There are other useful commands, like for displaying it's bounding box and such.

I went in and checked, and dispensers are called obj_dispenser
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
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Sounds like you can use an engineer's dispenser to facilitate gameplay changes. However, can you distinguish between a BLU or RED engineer's dispenser? If not, it's easy enough to implement team-only doors as a hack solution.
 

YM

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Yeah, chances are you have to use a team only door. there are some other nifty ways of doing it but they are quite long winded to explain, difficult to impliment and probably less than 100% effective.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
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Once the dispenser is built and enables the new spawn room... are the enemy supposed to be able to destroy it and turn the forward spawn off?
 

fartron

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Jan 27, 2008
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I supposed you could do it either way.

Here's a question... does anyone know if you might be able to trick a dispenser into sending out its healing beam toward a map entity? That'd look awesome, if you had to build the dispenser and then it healed the respawn. Gonna play with ents when I get home, but somehow I doubt this is possible
 

YM

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It must be possible, with one of those bullseye entities or something, I would't really know how to though. But it would look cool
 

Jive Turkey

L3: Member
Jan 22, 2008
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Did you get this to work?

A while back I tried triggering a trigger_multiple with a dispenser by using a filter_activator_class with filterclass set to "obj_dispenser". Didn't work for me. I assumed it was because the entity never actually "touched" the trigger_multiple because it was instead "born" inside of it when built.

Although if that's the case I just had an idea... You could attach a trigger_multiple to some moving entity which would constantly "sweep" the area scanning for a dispenser, which would in theory trigger the OnTouch.
 

ryodoan

Resident Bum
Nov 2, 2007
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I supposed you could do it either way.

Here's a question... does anyone know if you might be able to trick a dispenser into sending out its healing beam toward a map entity? That'd look awesome, if you had to build the dispenser and then it healed the respawn. Gonna play with ents when I get home, but somehow I doubt this is possible

heh, anyone else here watch The Venture Brothers? I have not seen it on TV but I was over a friends house and he had the first season on DvD.

In any case, in this one episode Dr. Venture has created a contraption that when you go into it, it makes you experience your best fantasies, however their resident Necromancer is convinced that the machine is evil.

Finally, towards the end of the episode Dr. Venture is asked, "What exactly do you mean by 'un-orthodox parts' going into this abominations creation?"

Venture replies, "Ehm, well I might have used *mumble*a heart of an orphan *mumble*"

So in any case, this is the first thing that popped into my mind when you mentioned having the dispensor activated on some object in the room.
 

Jive Turkey

L3: Member
Jan 22, 2008
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Last word on his blog says June. Interminable wait!

I've been accused of sounding like #24 in game. I don't know if that's a compliment.