Can't stop the Wub
Music, as long as it's not horribly deafening, is fine.
I've seen yours so far, you're fine.
Can't stop the Wub
That qualifies as music.
Music, as long as it's not horribly deafening, is fine.
I've seen yours so far, you're fine.
Sentries stay in one place and "slide off" the boat?It's basically complete, the only problem I found was that sentries did not want to ride boats :|
If I sent you feedback on things to change, PLEASE GET ME THE FIXES AS SOON AS POSSIBLE OR YOU MAP MAY NOT BE PLAYED.
Many maps are fine, or you've already contacted me with fixes, some have not. If you got feedback, are confused about it or wondering why I said what I did, LET ME KNOW SOON OR I MAY NOT INCLUDE IT.
Okay, I have a map but it's not working for some reason.
Basically, the teleporter at the bottom of the pit is not functioning. At first i had a func_teleporter that was the same approximate shape as the pit, but it wasn't working so I made multiple smaller func_teleports. Either way, it won't teleport anyone. Any ideas?
https://www.dropbox.com/s/tnx2j27peun7c35/pittohell.vmf?dl=0
Sentries stay in one place and "slide off" the boat?
Place a trigger over all buildable areas on the boat. Filter it for buildables (see the trigger_hurt on payloads). Have the trigger do OnStartTouch > !activator > SetParent > nameofboat
That worked last time I tried it (many years ago).
What you're doing here is trying to parent the filter entity itself to the ship.
I think what you ought to do is put !activator in the "Target entities named" box. It'll show up red, but it should fire the command on any buildables that go into the trigger. Also, I'm not an entity genius or anything, but other nonplayer entities that aren't buildings, like some projectiles, might get parented as well.
Yeah, the doors are non-player entities, so they're included in that filter. Maybe setting the filter to "Allow entities that match criteria," then have 3 of them(with the same name) and set the filtered classes to obj_sentrygun, obj_teleporter, and obj_dispenser. Remember, I'm not an entity expert at all, so no guarantees.
And, how would you set multiple things?
filter_multi + three filter_activator_classAnd, how would you set multiple things?
filter_multi + three filter_activator_class
Also your trigger itself should be parented to the boat, because it needs to be moving. Buildables do not interact with triggers unless one or the other is in motion, thus the necessity of parenting the trigger to the moving boat so it will "catch" the buildable as soon as it is placed.
arena_boombastic
arena_boxx_b1
arena_chiron_tl34_a1
arena_freefall
arena_grappleknife_a1.bsp
arena_harvest_spooky_a1
arena_has_manor_a1
arena_monumental_a1
arena_nebula
arena_toastierroast_a1
cp_dust_joking
ctf_2fort_merged
ctf_confine_a2
ctf_teutanic_a1
ctf_trainfort
ctf_turbine_pisstaco
helpit666 (Yes, this does NOT have a prefix)
koth_insomniaplusboredom_a8
koth_kittens_final1_rc1_b1_a1
koth_monolith
koth_traindeath
kz_immolation
... more to come at a later time.