Trigger activated by sniper damage?

Discussion in 'Mapping Questions & Discussion' started by drwhooo, Apr 14, 2012.

  1. drwhooo

    drwhooo L1: Registered

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    Is there any way to setup an ent to trigger something by taking sniper damage? It doesnt seem to register as the same kind of damage as other hitscan weapons.

    I basicly want to open a door by shooting a switch, but the normal func_button doesnt activate when it takes sniper damage. :/ Any suggestions?
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I don't believe there's a way to differentiate between damage types for an entity... but i might be wrong. If i am someone like Booj or YM will tell you so.
     
  3. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    I think he just wants it to be activated by sniper damage AS WELL.

    If i understood it correctly, the button doesn't react to sniper damage, but does to every other kind of damage... Correct? :eek:
     
  4. Wander

    Wander L3: Member

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    you can try using a func_breakable, just set its health very high, and use the ontakedamage or onhealthchanged outputs
     
  5. xzzy

    aa xzzy

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    This is probably the only way to do it, as func_breakable has a field for a filter_damage_type entitiy to control which weapon slots can damage it. You can't limit it to just sniper fire, but anyone's slot 1 weapon will work.
     
  6. drwhooo

    drwhooo L1: Registered

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    Correct.

    Tried this way as well (with and without filters, not that that matters) and func_breakable doesnt take sniper damage either.
     
  7. xzzy

    aa xzzy

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    Try attaching the filter_damage_type entity to it I posted about. I know it works with melee damage as I've put it in game.
     
  8. drwhooo

    drwhooo L1: Registered

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    I tried it both ways. No damage taken. Oddly enough jarate activates it :(
     
  9. Draco18s

    Draco18s L9: Fashionable Member

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    Jarate is a physics object, I believe. So it might be doing damage from physics collisions.