Do trigger_multiples detect flags on players' backs?

Discussion in 'Mapping Questions & Discussion' started by Lancey, Oct 6, 2009.

  1. Lancey

    aa Lancey Currently On: ?????

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    I've been having trouble with flags and I'm not sure if it's my set up or something else.
     
  2. Pseudo

    Pseudo L6: Sharp Member

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    trigger_multiples don't detect flags.

    One way to detect the location of a flag is by using point_proximity_sensor, there's a [ame="http://forums.tf2maps.net/showthread.php?t=538"]tutorial and prefab here[/ame].

    Another way would be to have a trigger_multiple around the flag that changes the flag carrier's targetname using !activator and AddOutput. A filter_activator_name could then detect if a trigger is activated by a flag carrier.
     
  3. Owlruler

    Owlruler L12: Fabulous Member

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    or, you could use a logic_movement_measure with all the measure references pointing to itself and the entity to measure as the intel and the entity to move is a physbox placed over the flag with a no-colliding texture like npcclip. Then have a trigger that filters for physboxes and you're set.

    Credit to Boojum who helped me with this.