Adding bleeding condition to players for a certain amount of time

Discussion in 'Mapping Questions & Discussion' started by Di Gorgonzola, Oct 11, 2014.

  1. Di Gorgonzola

    Di Gorgonzola L4: Comfortable Member

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    So, with cp_pollution I want to apply a bleeding condition to players whenever they enter the toxic sludge (as opposed to being lit on fire, since Pyros is hardly affected by it, and other reasons). I also want to be able to change the duration of the condition, to avoid punishing players, who are not able to grab a healthpack, too much.

    I have tried using the trigger_add_tf_player_condition with condition set to TF_COND_BLEEDING, the "Clients" flag checked, and the duration set to 5, 0 and -1.
    None of this seems to affect the player at all.

    Is there an alternative to trigger_add_tf_player_condition, or am I simply doing something wrong with the entity? I am able to apply a ├╝bercharge condition, so I'm guessing the TF_COND_BLEEDING is broken?
     
  2. Izotope

    aa Izotope Never releases maps

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    just a wild guess, but maybe the player has to be damaged by something first before the bleeding does it's job??
     
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Use the BleedPlayer input (I assume you know how, since you mention igniting, it is the same way). The input parameter defines how many seconds the player will bleed.
     
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  4. Di Gorgonzola

    Di Gorgonzola L4: Comfortable Member

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    Thank you very much for the help! Works exactly how i wanted.