Do trigger_multiples detect flags on players' backs?

lana

Currently On: ?????
aa
Sep 28, 2009
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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.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
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.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
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.