How to make an Invincible Area

Discussion in 'Mapping Questions & Discussion' started by fredmg77, Jan 18, 2013.

  1. fredmg77

    fredmg77 L1: Registered

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    Hello all, I want to make a trigger that makes people invincible when entering and vulnerable when leaving. A safe area. I can't figure out what trigger this is, or if its even a trigger.
     
  2. duppy

    duppy L1: Registered

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    trigger_hurt with a negative value for damage will sort of make them invincible. It will heal them every 0.5 seconds, so there still is a small chance of death I think.
     
  3. fredmg77

    fredmg77 L1: Registered

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    I was thinking of doing that too but it does nothing against backstabs or instant death attacks I believe.
     
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    The only way I think you could do this, apart from what duppy said (which still allows backstab/headshot kills) is have a trigger_multiple that fires a point_clientcommand that fires addcond 5 (the uber effect). The problem is, this requires sv_cheats 1, which may be an issue.
     
  5. fredmg77

    fredmg77 L1: Registered

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    That's odd, i've seen invincible areas on other maps where as soon as you enter an area you just become invincible.
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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  7. fredmg77

    fredmg77 L1: Registered

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    Alright, I don't know if I still have them but I'll look.

    Edit: Turns out I don't have the maps anymore due to re-installing my OS. I do know the maker though, so i'll just try to get in contact with him, if possible, though if anyone knows i'd be happy to hear.
     
    Last edited: Jan 18, 2013
  8. fredmg77

    fredmg77 L1: Registered

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    So I found a old thread with a way to do it.

    It says:

    Code:
    This can be done using a damage filter.
    
    Make a filter_activator_name, name it godmode, and set it to Allow and filter entities named blahblah.
    
    Make a trigger_multiple covering the whole room, and give it the following outputs:
    Output|Target|Input|Parameter
    OnStartTouch|!activator|SetDamageFilter|godmode
    OnEndTouch|!activator|SetDamageFilter|
    
    To clarify, literally type in "blahblah", or anything. The point is to tell it to use a filter for an entity that does not exist, thereby causing any and all damage to be filtered and blocked. Further, the second output should indeed have the parameter blank, this will clear the setting when they leave and allow them to be injured again.
    I don't understand how this is done though, or what he meant. Can someone give me a tutorial or tell me exactly what to do?
     
  9. Arne

    Arne L3: Member

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    [​IMG]

    I had a look inside a map named "irongein_gamecenter". It has rooms, inculding the spawnroom where both BLU and RED spawn in, with godmode.
    But when they go outside they become vulernable until they go in a protected room.

    Left one is the one which gives the player (!activator) godmode when spawning/steeping inside it. The right one is the one which makes the player vulernable to damage when walking/steeping trough/inside it.

    !activator is a target name for the enitity (inculding random physic props, weapons, players and NPC's) which activates the trigger/button. IT ONLY GIVE THE EFFECT TO THE TARGET!

    Targetnames and about them.
     
  10. fredmg77

    fredmg77 L1: Registered

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    YES! That was the map I was talking about.
     
  11. fredmg77

    fredmg77 L1: Registered

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    I did the above for the triggers and it didn't work, is there another step I have to do?
     
  12. Egan

    aa Egan

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    There are plugins that can do this.


    You'll have to make a filter_damage_type with the name: filter_godmode (or in the case with those pictures, I guess you would use IncreasedFilter as your name) with the damage type set to: 1024. The filter is enabled to the person (!activator) who touches that trigger_multiple and is disabled when the person touches the other trigger_multiple. Also make sure the filter mode is set to 'allow entities that match criteria'. You then, I guess, also have to make another filter_damage_type with the damage type set to: 0 - I assume, and name that NormalFilter, so that people go back to normal afterwords.
     
    Last edited: Jan 19, 2013
  13. Arne

    Arne L3: Member

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    Damn straight.

    [​IMG]

    I sreached in the decompiled map (irongrein_gamecenter). And I found the twp "filter_damage_type"s.
     
  14. fredmg77

    fredmg77 L1: Registered

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    Thanks guys, I eventually just used the other method by making a filter name, though it was glitchy so i'll change to this method.