How do you make a trigger that destroys teleporters?

Discussion in 'Mapping Questions & Discussion' started by Acegikmo, Feb 16, 2009.

  1. Acegikmo

    aa Acegikmo

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    I need to destroy all engineer buildings at a certain place at a certain time.
    How do I do it?

    Activating a func_nobuild doesn't remove the structures built before it was activated.
    I tried a trigger_hurt that doesn't affect players, but it didn't work either :(
     
  2. GrimGriz

    GrimGriz L10: Glamorous Member

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    If you figure it out let me know, I'd like to do prevent teleporter builds but allow sentries in battleofthegods. :)
     
  3. Icarus

    aa Icarus

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    one way you can work around it is by placing the badwater explosion prop with an animated physbox in there and turn Vphysics on. (you don't actually have to show the prop. Set the animation to idle and hide it under the floor or something)

    All teleport exits within it's bounding box will explode upon use.

    Additionally, I heard building on a func_brush also causes this effect.
     
    Last edited: Feb 16, 2009
  4. YM

    aa YM LVL100 YM

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    Whats wrong with the way they destroy them in goldrush and badwater?? open up the decompiled version and take a look at the trigger at the front of the cart.
     
  5. Icarus

    aa Icarus

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    Ace: Use a trigger_hurt with a filter that excludes players. Check the everything and physics debris flags.

    Grim: use my above post
     
  6. Zeewier

    Zeewier L9: Fashionable Member

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    you mean filter_activator_class; disallow; player? Not sure, but it is possible it also destroys projectiles (like stickies)
     
  7. Icarus

    aa Icarus

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    well, ace only needs to destroy buildings all in one instance, so the trigger only needs to be active for 0.10 seconds
     
  8. GrimGriz

    GrimGriz L10: Glamorous Member

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    explode without successfully teleporting?
     
  9. Zeewier

    Zeewier L9: Fashionable Member

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    I thought it was impossible to build on a func_brush (any brush entity) (and prop_dynamic, and other dynamic things)
     
  10. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    It all depends on their normal use. Any object that basicly has a static location (a prop_dynamic also has that - only parenting can make it move). A prop_physics (which you should use for the payload cart for multiple other reasons also) doesnt allow buildings on it as its by default a moveable object. Note, any object that is ment to move even though it doesnt move from the start also doesnt allow buildings on it (func_tracktrain/func_door).

    Thats the general hint to see if its possible. There might be some exceptions but basicly its that way.
     
  11. Zmathue

    Zmathue L2: Junior Member

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    Grim you can also call client commands that say "destroy 2;destroy3" .
     
  12. Acegikmo

    aa Acegikmo

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    I tried that, and it didn't seem to work :(
    I'll try it again though, just to be sure

    But then the engi has to stand in the trigger. And if I put it over the whole map, all red engi structures are destroyed, even those in a valid place.
     
  13. Altaco

    Altaco L7: Fancy Member

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    Trigger_hurt, create a filter_activator_class entity for with criteria "player" and set it to exclude. Then it'll hurt everything but players.
     
  14. Zmathue

    Zmathue L2: Junior Member

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    Thats why I said "grim,". :p
     
  15. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You'll need to parent the trigger_hurt to a func_door that "jiggles" it. Buildables do not activate triggers unless one or both are in motion.