Melee on trigger touch??

Discussion in 'Mapping Questions & Discussion' started by boykevin, Aug 13, 2008.

  1. boykevin

    boykevin L1: Registered

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    Is it possible to have a a trigger you walk into and removes your weapons?
    i tried this http://www.fpsbanana.com/prefabs/1197 but for some reason it crashes your tf2 game when you use it

    also this is a diff question
    how do i make moving triggers? like for my trigger to teleport i want it to move around the area so people wont know where it is exactly
     
    Last edited: Aug 13, 2008
  2. The Asylum

    aa The Asylum

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    1. It's probably because all the trigger does is send the weapons Kill/Disable inputs. That used to work fine before the Medic update. You have two options here:

    - Create a point_servercommand, and a trigger_multiple extend over the map. Have the trigger send an output to the servercommand like so:

    My Output Named: OnStartTouch
    Target Entities Named: (whatever you named the point_servercommand)
    Via This Input: Command
    With a Parameter Override of: sv_cheats_1;ent_remove_all tf_weapon_(insert weapon entity name here);ent_remove_all tf_weapon_(insert another weapon entity name here), and so forth.

    You'll have to send it at least 4 seperate commands (and you'll only have to type sv_cheats_1; once), as the Parameter Override text field has a charcter limit on it.

    Note that this method will enable sever trickery, so some admins won't like to run the map. Your other option is to ask the admins to enable melee-only for the map.

    You may also want to create a nobuild brush all over the map, as Engineers can still build Sentires/whatever through console commands.

    2. Moving triggers, huh. My guess would be to set up multiple triggers and have something send them enable/disable inputs when you want that particular trigger you have in mind to "move"
     
  3. Uriak

    Uriak L8: Fancy Shmancy Member

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    If you want to send command at start use a logic_auto instead (trigger on the whole map ?)

    For a moving trigger set its "parent" field to some dynamic element. Payload is the most evident example : capture area/dispenser trigger/any trigger can have its parent property set to the train and move with it.
     
  4. boykevin

    boykevin L1: Registered

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    thanks for the moving advice :D i think i got it o work
    and for the trigger um toatd i think yours triggers everyones i just want it so like that one person just to trigger them not to have melee weapons