Destroying a carried sentry by trigger?

Discussion in 'Mapping Questions & Discussion' started by Lyrit, Oct 4, 2015.

  1. Lyrit

    Lyrit L1: Registered

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    Good day.
    I have noticed that func_respawnroom will destroy an engineer's sentry if he carries it into the area.
    However, func_nobuild will not destroy it. An engineer can carry their sentry through func_nobuild as they wish.
    So how would one create an area that engineers cannot build in and cannot carry their sentry inside without using func_respawnroom?
    Thank you!
     
  2. The Asylum

    aa The Asylum

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    What you could do, and I'd be real quiet about this, is

    just create a respawn brush where you dont want engies to carry stuff through. How would players know they're in a respawn brush if you don't create any respawn-associated props or textures with it?

    Or, you could come up with other ways to avoid whatever problem it is you're hoping to solve in the end. What do you need to destoy carried sentries for anyway?
     
  3. Lyrit

    Lyrit L1: Registered

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    You see, I'm making a three-floored base for a team to spawn in. I only want the top floor to be the respawn area, but I don't want engineers building in or carrying sentries inside the floors below.
    I know the effect has been done before, anyway.
     
  4. Izotope

    aa Izotope Never releases maps

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    I'm not sure if this works on carried buildings, but you can try to execute the "destroy" command through a point_clientcommand.
    Make a trigger_multiple with the Output: OnStartTouch | point_clientcommand | Command | destroy 2
    That would destroy the sentry, but you have to test it first, since I'm not sure if carried things are affected.
    If you'd want other buildings destroyed as well, just copy this output 4 times with values 0-3.
     
  5. Lyrit

    Lyrit L1: Registered

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    Sorry, but this idea causes sentries to self-destruct even when NOT held -- that is, if they place a sentry outside and then enter the trigger_multiple volume, the sentry will destroy itself!
     
  6. Geit

    aa Geit 💜 I probably broke it 💜

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    Set up a trigger multiple (hooked up to a filter class entity) to enable a respawn zone OnStartTouch and then disable it .1~.5 seconds later, perhaps?

    Actually might be possible to do it without the trigger multiple by using SetActive/SetInactive on the func_respawnroom.
     
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