filter_activator_name is broken?

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Hmm well so is the filter_activator_name entity broken for TF2?

So to test this i set up a filter, created a teamflag that was supposed to name the !activator according to the filter, and then set up a trigger with a filter that would display a message if the flag carrier ran over it.

But it seems like the filter_Activator_name is applying the filter name to anyone who spawns, because the message is displayed every time i run over the triggers, whether i have ever touched the flag or not.

Ok here's what I did exactly:

- Created a filter_Activator_name
- Named it Flag_carrier_filter
- Filter mode: Allow
- Filter Name: FlagCarrier (note: this appears red)

- Created a trigger_multiple
- Set filter to FlagCarrier
- OnTrigger flag_message_1 display

- Created a item_teamflag
- OnPickup !activator AddOutput "targetname flag_carrier_filter" (" " is in the paramaters)

So did I do it incorrectly? Also for the record I ahve also tried doing

- OnPickup !activator AddOutput "targetname FlagCarrier"

But that didnt help. Is this thing just broken for TF2 or what?
 
Oct 25, 2007
219
690
Hmm well so is the filter_activator_name entity broken for TF2?

Well I did a quick test. I named the item_teamflag entity and had a filter_activator_name pointed to it. However it didn't take.

I change the entity it points at to a door entity, and I got that to work. (The door open, triggers the filter which opens a second door).

So it looks like it kind of works in TF2, just not with TF2 entities. Unfortunately, apart from the item_teamflag and info_player_teamspawn there aren't any other TF2-centric entities we can use to test the filter_activator_name.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Crap that was kinda the lynchpin of my plan for a multiflag game that allowed for a Return Timer. Guess i need to make do with no Return Timer for now.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Try parenting some entity to the flag (I'd start with an info_target) and have the trigger filter for the info_target.

If info_target doesn't work, move up through progressively more "complex" entities... apparently func_door works, so you could always just use that and make it non-solid and all that.
 
Oct 25, 2007
219
690
Try parenting some entity to the flag (I'd start with an info_target) and have the trigger filter for the info_target.

If info_target doesn't work, move up through progressively more "complex" entities... apparently func_door works, so you could always just use that and make it non-solid and all that.

That's a good suggestion. I've tested parenting func_brush entities with a flag entity, and it works.