CTF Flag parenting triggers?

Discussion in 'Mapping Questions & Discussion' started by Inexistence, Sep 12, 2008.

  1. Inexistence

    Inexistence L1: Registered

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    Hey. I was wondering two things.

    Is it possible to set a trigger's parent to the intel and put it on the intel, so that basically whenever someone touches the intel, something happens?

    And the second, is it possible to have an output for that trigger so that if it is touched by the team it owned, it either just returns the intel, or sets the return time to 0, both of which would do the same thing.
     
  2. Brandished

    Brandished L5: Dapper Member

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    You can do that with parenting and filters. I messed around with something like that for this map (vmf included).
     
  3. Inexistence

    Inexistence L1: Registered

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    Thanks a lot. Any chance you'd be able to describe what it means? I don't understand any of it tbh. Hehe.
     
  4. Sarah

    Sarah L1: Registered

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    *bump*

    I am also trying to find this out at the moment, I want to reset dropped flags on touch. I've looked everywhere and doesn't seem like anyone else has worked it out. I looked at the map linked but I couldn't really tell what was going on with only one player on the map. Just that I died if I dropped the flag. Could anyone explain how to set-up a 'reset on touch' ctf ?
     
  5. Brandished

    Brandished L5: Dapper Member

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    When one entity "A" is parented to entity "B", "A" takes on "B"'s movement hierarchy. Basically, wherever "B" goes, "A" will go as well, and "A" will remain in the same orientation to "B" from when it was first parented to it.

    To do the flag return via only a certain team touching it, just use a trigger_multiple and a filter_activator_tfteam. It's the same concept as team specific doors:
    TF2/Team-Specific Doors

    There was some discussion in the Steam forums a few months back about a similar concept here:
    http://forums.steampowered.com/forums/showthread.php?t=697774

    There isn't a way to change a flag's return timer that I know of after a map's been compiled, but what you could do is send a "KillHierarchy" input to the flag to remove it and all of the entities parented to it from the world, then respawn it and it's "children" through a point_template.

    More info about that below:
    [TUTORIAL] Making Stationary and Moving, Breakable, Respawning Targets
    The Entity Test Request Thread

    You'll need to have not only have the flag in the point_template's properties box, but the entities parented to the flag as well, otherwise things can get buggy.
     
    Last edited: Sep 21, 2008