How to kill the other team's senrty

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Aug 9, 2011.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Hi,

    I discovered in last minute testing of my map that at one point when everything goes boom I will need to kill any enemy sentry's that are sitting on the other side of the wall.

    I found the post here that said how to do a respawning dispenser, etc. but it said that you had to use a template along with it.

    I've tried a couple of triggers but the sentry gun doesn't go boom.

    Can you kill a senrty gun in a specific location with trigger or will the attacking team just have to uber in to clear it out?

    Has anyone done or seen it done?
     
  2. The Asylum

    aa The Asylum

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    Can't try this out myself right now but try sending a Kill input to obj_sentrygun

    I've been able to kill healthkits with a Kill input to healthkit_small, etc. It might work in the same fashion.
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    You can't kill buildings placed by players with inputs as the object requires a unique name to receive said input.

    You can however use a trigger_hurt to clear out buildings, you just have to make sure you've checked the flag which tells it to kill objects as well as clients.
     
  4. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Thanks so much guys!!

    I didn't think that it was very fair for the blue team to fight up to point x blow up the wall and then to have a potential 16 sentry guns pointed right at them!

    Well, ok maybe the first time it would be funny :p
     
  5. Beesafree

    Beesafree L1: Registered

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    might wanna look into filters

    filter_class (as an entity)
    filter mode: allow
    filter classname: obj_sentrygun

    filter_activator_tfteam (entity)
    mode: allow
    team: (your choice here)

    Filter_multi
    logic: AND
    filter 1: the above filter_class
    filter 2: the above filter_activator_tfteam

    Trigger_hurt
    Filter name: the above filter_multi
    start disabled: yes (activate it through an output of another entity, like a cp)
    damage: super high (like 20000)
    dmg cap: higher (like 30000)

    output:
    ontrigger, !self, disable, after 1 second (or w/e)

    make the trigger hurt be the correct texture, and have it in the area you want the buildings to be destroyed

    i think that'll work
     
    Last edited: Aug 10, 2011
  6. English Mobster

    English Mobster L6: Sharp Member

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    Just use the trigger_hurt attached to ABS' Payload cart in his gametype library; it's already set up to destroy any buildings it comes into contact with.
     
  7. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Thanks! The trigger_hurt on trigger now causes everything to go KABLEWY!!!

    My map now done (expect for the ghost train still working on it) couldn't have done it without you all!