Detecting sapping?

Discussion in 'Mapping Questions & Discussion' started by Penguin, May 21, 2009.

  1. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Okay, so I have two preplace dispensers in my map, and I want to fire a trigger when one of them is sapped. But the only outputs on the obj_dispensers are OnUser#.

    Is what I want to do possible?
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Nope. When I was looking into the object I/Os for my FGD (see sig) there were some that looked like they should be for sapping but they did not work (so I left them out). You may or may not be able to use the OnHealthChanged one... probably would require some entity trickery to track how fast the health is changing to "see" if it's a sapper.
     
  3. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Ah, dang. ALSO, although totally unrelated how can I go about disabling an HUD for screenshots?
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    cl_drawhud 0
    r_drawviewmodel 0
     
  5. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Danke.

    So do I just type these in-game or what?
     
    Last edited: May 21, 2009
  6. StoneFrog

    StoneFrog L6: Sharp Member

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    You type them in the in-game console. The console is used for entering various developer commands, including "cheats" such as noclip. You can call it up by pressing your tilde key (~). If it doesn't come up, go into TF2's keyboard options, click the "Advanced" button, and check "Enable developer console".

    Once ingame, type those lines (separately) to hide your HUD and weapon. Retype them (but change the 0 to 1) to bring them back.