Engineer buildings

Discussion in 'Mapping Questions & Discussion' started by Yourself, Jul 16, 2010.

  1. Yourself

    Yourself L1: Registered

    Messages:
    30
    Positive Ratings:
    1
    Is there any way to somehow differentiate the team that an engineer's buildings belong to in game? I can manipulate engineer buildings by targetting obj_sentrygun entities, but even extensive fiddling with AddOutput has left me stumped on determining their team. The root of the problem is that I can't get a building to act as an !activator nor can I get it to pass its TeamNum property on to a logic_compare (or any entity for that matter)
     
  2. CapellanCitizen

    CapellanCitizen L2: Junior Member

    Messages:
    77
    Positive Ratings:
    16
    you could try using a team filter on a trigger_multiple, and setting it to have the output "onstarttouchall !activator <inputs here>"
     
  3. Yourself

    Yourself L1: Registered

    Messages:
    30
    Positive Ratings:
    1
    Engineer buildings won't trigger a trigger_multiple regardless of the flags I've set. It's one of the first things I tried.
     
    Last edited: Jul 16, 2010