Filters on Trigger_Multiple on Checking on First Entry

Discussion in 'Mapping Questions & Discussion' started by Unh3lpful, Jul 30, 2015.

  1. Unh3lpful

    Unh3lpful L2: Junior Member

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    I'm using a trigger multiple for a custom game mode in prep for the 72hr contest but I've run into an error. To prevent cloaked spies from triggering a trigger I am using a filter_playercancap and every second a timer triggers a touch test on the trigger. However, when I enter uncloaked, it triggers, but if I cloak while inside the trigger it continues to trigger every second. Same for the reverse.

    Is there a way I can fix this?

    The goal is to have an output fire every second a player is able to cap and is in the trigger and on a specific team.
     
  2. YM

    aa YM LVL100 YM

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    Use a legit capture area and use the output OnNumCappersChanged

    It sends a value every time the number changes, that includes cloaking, decloaking, disguising, becoming ubered etc. It's how actual control points do it.

    Hide the control point it's tied to and make the capping time 99999 so it never actually caps.

    Have a logic_compare that takes the OnNumCappersChanged as the InValue checks the value against 0. Give it an OnGreaterThan output (ie the numcappers is 1 or more) make it do whatever you want.


    The downside to this is you'll get kill icons in the corner about defending the hidden controlpoint, but other than that it sounds like this is exactly the functionality you're looking for.
     
  3. Unh3lpful

    Unh3lpful L2: Junior Member

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    Nevermind, thanks!
     
    Last edited: Jul 30, 2015