Sappable Objects

LordNor

L3: Member
Jun 24, 2009
134
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Afternoon mates,

I've postponed work on Cp_Hospital b/c i have fallen in love with the snow theme and want to create a new map. Without releasing any details until tomorrow i was wondering if it is possible to create an object, say a keypad/lock mechanism that is susceptible to the electrosapper the spies have to then open a locked door, which would then create opportunities for specific classes to help the war effort (the spy in this case). This map will be an offense/ defense Cp map.

Anyways just wondering
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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I too, had wondered this and am positive the answer is no.

Sorry.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Valve seemed to have removed all class individually specific skill sets from TFC such as the Scouts ability to undisguise Spies and defuse det packs, and the demomans ability to set detpacks to destroy walls and open new routes.

..and by the sounds of things, are not likely to bring such skills back. Spies cannot do this yet and probably wont be able to in future. The idea was to focus player efferts on specific goal objectives and simplify gameplay elements, but hinders a Level Designers inginuity significantly by not even allowing these possible scenario's in the first place.
 

LordNor

L3: Member
Jun 24, 2009
134
15
ill just have to put a dispenser behind a wall and be sneaky or something

thanks for the input thou, ill have to tailor things differently now :/
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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ill just have to put a dispenser behind a wall and be sneaky or something

thanks for the input thou, ill have to tailor things differently now :/

If it's possible...

obj_dispenser
logic_auto and use TurnOff output to the dispenser (to make it invisible)
Place dispenser behind door
Door opens on input when dispenser is destroyed
?????
Profit?

Not sure though. I'll have a try at making one tomorrow.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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There's also the issue of telling people to zap the invisible dispenser. Which would possibly (most appropriately) involve a custom overlay. That could be a big problem.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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There's also the issue of telling people to zap the invisible dispenser. Which would possibly (most appropriately) involve a custom overlay. That could be a big problem.

Well, flip the dispenser on it's side, (so the top sticks out of the wall), place a circuit box of something over it and it should appear as if you're sapping the circuit box...? (Also, a text trigger that tells you to sap the box)

Mind tricks, I tell ye.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
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Would the turnoff for the dispenser make it stop healing too? because otherwise you'd get a weird healing beam from the circuit box.
 

LordNor

L3: Member
Jun 24, 2009
134
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wow and to think i almost gave up on the idea while I went to lunch! Bunch o' great ideas
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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Okay, I made a test map out of this and found out:

obj_dispenser can't be sapped, yet a obj_sentry can (ask Valve to add this for dispensers :p)
You can set an obj_dispenser to open a door when destroyed, but must be destroyed through means of not sapping.

So you could either:
-Hide a sentry in a wall (just sticking out) so a Spy can sap it, and open the door when destroyed
-Hide a dispenser in a wall (just sticking out) so you can destroy it, then open the door.

Hope that helps, and thank you for inspiring me to do a team co-op map :3
 

LordNor

L3: Member
Jun 24, 2009
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hmmm well what i was going for was the sentry or dispenser just being "sapped" not destroyed. So an engineer on the enemy team could take of the sapper to close the doors again. :p im glad i helped with your co-op thingy thou lol
 

Altaco

L420: High Member
Jul 3, 2008
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The thing is, a spy would run past the door, sap it once, then it would function like any old route. There's no reason why it can't just be always open.
 

Terr

Cranky Coder
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Jul 31, 2009
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Here's a silly idea:

Does filter_activator_class work with TF2 classes? If so, just put up a trigger that only activates when an enemy spy goes by.

When triggered, spawn a sapper model, do env_spark, a little explosion, some smoky env_steam, etc. and open the door.

Add some sounds or effects to imply that it was an automatic action by the Spy. (Warning: Electronic intrusion device detect--detect--detect--fizzle)
 
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shadowfax

L1: Registered
Jul 23, 2009
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Here's a silly idea:

Does filter_activator_class work with TF2 classes? If so, just put up a trigger that only activates when an enemy spy goes by.

When triggered, something sparks, something blows up, a steam emitter shows something's broken and smoking... and the door opens.

Add some sounds or effects to imply that it was an automatic action by the Spy. (Warning: Electronic intrusion device detect--detect--detect--fizzle)

the classname for filter_activator_class is not the player class like "spy" or "engineer". So I don't think that would work.
 

Terr

Cranky Coder
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Jul 31, 2009
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Yeah, they'll probably show as CTFPlayer or something, but I'm not sure if there's some sort of inheritance hierarchy that can be used.

Hey, just put a free-standing sapper on a ledge nearby that disappears during the trigger. Any class can "sap" it then :p
 
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A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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No, the class filter does not work like that. Class refers to classes in code, and means entity class. The filter was designed for filtering among things like npc_headcrab or prop_physics. All players are of the same player entity class.
 

LordNor

L3: Member
Jun 24, 2009
134
15
Heres what im going to do, im going to make a door with a teleporter flipped 90 degrees in the x direction so that it lays flat against the door, u sap it and the door opens, the teleporter does not s'plode, so an opposing engineer can hit the sapper off and thus close the opened door. Therefore there will be no questions as to "who" owns the teleporter because it will never be destroyed it will just be sapped or unsapped...
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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heres what im going to do, im going to make a door with a teleporter flipped 90 degrees in the x direction so that it lays flat against the door, u sap it and the door opens, the teleporter does not s'plode, so an opposing engineer can hit the sapper off and thus close the opened door. Therefore there will be no questions as to "who" owns the teleporter because it will never be destroyed it will just be sapped or unsapped...

...brilliant!