A few confusing things about Valve's MvM setups

Discussion in 'Mapping Questions & Discussion' started by Toomai, Feb 5, 2015.

  1. Toomai

    Toomai L3: Member

    Messages:
    129
    Positive Ratings:
    77
    I perused the decompiled MvM maps recently and noticed some stuff I find confusing.
    • Mannhattan has a large trigger_hurt that does 0 damage above the grinder. What's its purpose?
    • Most of the deathpits are filled with four triggers (in this order): func_flagdetectionzone, func_respawnflag, trigger_hurt (1,000,000dmg), and trigger_multiple (!activator.SetHealth(0)). The purpose of the first three are self-evident, but why the fourth one?
    • Why do all the bombpit explosions use !activator.SetHealth(-1000) instead of a trigger_hurt?
     
  2. Crash

    aa Crash func_nerd

    Messages:
    3,161
    Positive Ratings:
    4,801
    SetHealth is a way to get around people being ubered. It'll kill them through it.
     
  3. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
    Its to autocollect the money that falls into it. - to note, the barrier in rottenburg also has one on it.
    Not all players and enemies have the same activators on how they die. The trigger hurt for example could still allow dead ringers to get through (although the spy in the case of 1m damage would need like 100k hp), thats why its on top. The trigger then ensures a death. And just as crash said, it still kills ubered players.
     
  4. Toomai

    Toomai L3: Member

    Messages:
    129
    Positive Ratings:
    77
    Okay so any money that falls into a trigger_hurt is auto-collected, and they decided to leverage that instead of making a new entity.

    I'm not sold on the "SetHealth kills people that trigger_hurt can't" though. As koth_nucleus demonstrates, even 1000 damage will kill an ├╝bered player if it's fall damage (I think crush/telefrag/saw/etc damage does this too), and even though it might not kill a Dead Ringer instantly it still doesn't take more than a second. As a stylistic choice to kill ├╝bers when the bomb explodes without making the explosion one of these damage types? Okay. As a requirement to ensure things die when they fall in a pit? I'm not seeing it.
     
    • Thanks Thanks x 1
  5. henke37

    aa henke37

    Messages:
    1,890
    Positive Ratings:
    443
    Valve being valve as usual. Move along, nothing more to see here.
     
  6. PyroDevil

    PyroDevil L3: Member

    Messages:
    124
    Positive Ratings:
    108
    That's pretty much all explosions. Even the payload maps use it for the finale. Could be because the trigger sends the ragdoll flying farther. at least that is what I noticed.
    for the mine pit one, there also is the possibility that if a bot is in a trigger_hurt the may not be collected. On my mvm map, there were a few times that the train killed the bots but didn't add the cash.
     
  7. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
    They use a magnet for that effect.
    That could be because the money that gets dropped never hitted the trigger. And that could be because the money might have to hit the ground before being collected.
     
  8. Snowbat

    Snowbat L4: Comfortable Member

    Messages:
    165
    Positive Ratings:
    61
    Just to note: that trigger_hurt thing above the grinder is also used for the tank-tunnel in Rottenburg. If the tank gets destroyed before it can leave the tunnel, the cash gets collected thanks to that trigger_hurt.
    Just an FYI in case you wanted to make such a tank cave too.