This would fit as a hazard for picking a full healthkit or something like that.I dont think it would be good idea anyway
oh, btw; the map is very open, with few indoor areas (ATM)This would fit as a hazard for picking a full healthkit or something like that.
Like, you exit the building to a small outdoor part of the map and start freezing to death (although the FREEZE damage counts as TRAIN damage)
Personally, I'd have really thick snow falling down if you wanted to cold environment to damage the player. This could lead to many issues with visibility and optimization, especially if the map is very open. I'd say use the buildings or develop the map in a way (as always) so there are natural barriers to split visleafs along.Also, It would have to be extremely obvious that outdoors would damage you, otherwise it would just be annoying
The problem with any map using this is that you would have trigger_hurts blocked out in weird shapes to work with the building and map flow. Try playing around with the different tigger_hurt damage types to see if you can stop the blood particles, if not, a point_servercommand might work, but r_drawparticles would disable regular hit particles. (I thought you could disable them, but I don't remember how to do so. It might be possible with OnHurtPlayer. Also, a trigger_multiple could make the command 'hurtme <intvalue>' run, but sv_cheats would need to be set to 1, making it risky. Check the Damage Types Page and see if any of those don't have blood particle effects on hurt.)I made good engineer spots uncovered and in the open, also the nifty thing, it keeps spies visible in the open. so, how would I make it work? tie a damage output to a weather effect?
effect everyone differently s in class based? you can use filter_activator_class for that.I wonder, if we could make a custom freeze damage effect that shows snowflakes instead of a train when you die by frostbite? be a neat mechanic to add to frozen maps that want to be cold (it would mean I can go back to the original alpine skybox instead of the barnblitz one)
and post note, I figure I can have a timer set, that it affects all inside the trigger hurt; the only problem is, how to make it reset and affect everyone differently
affect everyone differently as in player per player based, no matter which class or team
There totally is the damage type 'Drown' though, which flashes the screen blue. Could simply do a trigger_hurt outside that damages every 2 seconds with 'Drown' for 3 damage each, etc. Something not so annoying like every second, but noticeable still. Maybe down the line you can use the associative entities if you really need to - but I wouldn't until at least late alpha.