Giving names to a player?

Discussion in 'Mapping Questions & Discussion' started by Foreverkul, Apr 29, 2008.

  1. Foreverkul

    Foreverkul L4: Comfortable Member

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    Names to Players, Removing Pipebomb and fun_rotating

    I can't figure out how to do this, does it involve using !activator? And then what?
    And why won't it remove pipebombs when everything is set up (as best to my knowledge)?
    I also say a func_rotating work in a custom map, does anyone know how this works since it doesn't seem to work for me :\
     
    Last edited: Apr 30, 2008
  2. Foreverkul

    Foreverkul L4: Comfortable Member

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    So, uh, yea, help?
     
  3. Foreverkul

    Foreverkul L4: Comfortable Member

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    I'm sure I'm not the only person here who would like to know these things.
     
  4. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    func_rotating still doesn't work but I bet you could pull off an imitation using func_traintrain and a small closed loop of path_corners. As far as pipebombs and stickies go... they are definitely physics objects, but some entities cannot affect them due to unresolved SDK bugs. for example trigger_multiple will not kill pipebombs, but func_breakable WILL kill them under the exact same conditions (using !activator and kill).

    as for giving names to players I have no idea.
     
  5. Foreverkul

    Foreverkul L4: Comfortable Member

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    Hm, anyone else know anything about these problems?
     
  6. Pseudo

    Pseudo L6: Sharp Member

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    I think to name a player that triggered something you would target !activator and send the output AddOutput with the parameter targetname whatever. I haven't tested this but I think you could use it to later identify a player using a filter_activator_name.
     
  7. cornontheCoD

    cornontheCoD L7: Fancy Member

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    func_rotating doesnt work in TF2 mapping? weird