Disabling a info_player_dm. Created 13 years ago2010-07-08 12:23:53 UTC by Suparsonik Suparsonik

Created 13 years ago2010-07-08 12:23:53 UTC by Suparsonik Suparsonik

Posted 13 years ago2010-07-08 12:23:53 UTC Post #282812
Is it possible? It would help me out a fuckton if there is a way.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-07-08 12:52:10 UTC Post #282813
I don't think you can, at least not in vanilla HL. But there might be ways to fake it.

What do you want to do?
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-07-08 12:59:29 UTC Post #282814
killtarget.
Skals SkalsLevel Designer
Posted 13 years ago2010-07-10 11:36:03 UTC Post #282891
@ skals,

I don't think that will work. well, for what i'm doing anyway.

@ muzz,

well, when parts of my map become unavailable i want the info_player_dm's to be disabled too, otherwise they will spawn and be stuck.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-07-10 11:59:59 UTC Post #282896
@Skals: Killtarget won't work because once you killtarget something, that target is completely removed from the game and there's no way to get it back in again.

@ Joe: Ok, that's tough. Im pretty sure you can't do something like that, but maybe you can use trigger_teleports to teleport players to playable area's in your map. you can simply disable a t_t with a multisource.

You can also try adding a master field to the info_player_deathmatch and see if the game disables it. This also need a multisource though, one for each i_p_d.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-07-10 15:34:09 UTC Post #282899
well now that i think of it, killtarget might work.

Because when those parts are unavailable they stay unavailable until the round ends

But, what can I use to kill it? I mean there are going to be multiple ones to kill.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-07-10 17:23:48 UTC Post #282909
Give it a name.
Posted 13 years ago2010-07-10 17:42:46 UTC Post #282911
I realize that it's just what entity should i use to kill these dm's
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-07-10 18:06:57 UTC Post #282912
Use a trigger_relay to kill stuff.

Also, note that info_player_deathmatch entities don't have targetname property. You can try adding this keyvalue manually by disabling SmartEdit.

Though i have my doubts you'll pull it off.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2010-07-10 20:20:48 UTC Post #282914
I know how to do this.

It does involve teleporting but instead of disabling and enabling them, just use a trigger_changetarget to change the teleport destination and keep it simple.

For the "rounds" system, use game_counters. Each counter has the same name. For example if you have 3 spawn sets, you would need a setup like this.

3 counters of the same name gets fired at the end of a round. ex: "roundcount"

A counter fires its target at 1, 2, and 3 (that's why you need 3) you start on spawnset 1 with the counter initially at 0. So when it fires roundcount, round 2 starts at 1 and also fires the changetarget for spawnset 2. When it gets to 3, reset to round 1 settings.

I think that's it... I can perhaps make a template, I need to update my KOTH setup anyway.
Rimrook RimrookSince 2003
Posted 13 years ago2010-07-10 20:25:23 UTC Post #282915
By round i meant when the next map loads. lol
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2010-07-11 03:52:38 UTC Post #282917
^ How can we help you if you don't tell us exactly what you need? :|
Skals SkalsLevel Designer
Posted 13 years ago2010-07-11 10:38:46 UTC Post #282922
wat
Rimrook RimrookSince 2003
Posted 13 years ago2010-07-11 12:36:41 UTC Post #282925
I did, I just meant by round as in like when the next map loads.

I just need to know how to disable an info_player_deathmatch after a certain event happens.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
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