Detecting Player Death

Discussion in 'Mapping Questions & Discussion' started by ConnorGames, Aug 8, 2010.

  1. ConnorGames

    ConnorGames L1: Registered

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    I am making a map where the first team to X deaths looses, and have set up something to count deaths. But i still need to figure out how to fire an output when a RED player dies, and another one when a BLU player dies! I have read about logic_playerproxy, and heard it has glitches in tf2.
     
  2. Cynick

    Cynick L4: Comfortable Member

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    • Thanks Thanks x 1
  3. ConnorGames

    ConnorGames L1: Registered

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    how do I make a trigger_brush?
    Also, my prop_physics_override of a helibomb will not ignite. Any idea why?
     
  4. Leminnes

    aa Leminnes

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    Make a large brush. Texture it with the "Triggers" tool texture. Make it a "trigger_multiple" entity. At least that is what I assume he's saying.
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    no, not at all. trigger_brush is actually an entity in the code that isn't in Hammer. However, you can get the same result by substituting the trigger_brush with a func_button, setting it to locked in the flags tab, and using the OnUseLocked output.
     
  6. Leminnes

    aa Leminnes

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    Listen to this man. I obviously don't know what I'm talking about. :p
     
  7. ConnorGames

    ConnorGames L1: Registered

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