Entity death zone Created 12 years ago2011-07-05 12:47:49 UTC by Stojke Stojke

Created 12 years ago2011-07-05 12:47:49 UTC by Stojke Stojke

Posted 12 years ago2011-07-05 12:47:49 UTC Post #296271
Can some one tell me can I, and how, make a trigger setup that destroys/damages entities that enter into it?

What i mean is that if some one, from my ZM server, plants a laser mine on a certain wall, on which there is trigger_hurt or something, the laser mine gets damaged and explodes (thats what does it do when some one deals 500DMG to it)??

I am planing a tournament and on my custom maps i want to block off some parts, so there will be better game play.

Ive seen some flags such as "entity only", but isn't an player considered entity?
Stojke StojkeUnreal
Posted 12 years ago2011-07-05 15:35:37 UTC Post #296274
I'm not sure what you're asking. Do you want a no-tripmines area or what?

I don't think there are settings generic enough to destroy anything - func_pushables can be destroyed, but grenades, tripmines and satchels can't.
Posted 12 years ago2011-07-05 17:03:24 UTC Post #296275
There's no direct way for a map to check whether a player has placed a tripmine on a wall, much less on a specific wall, but there's ways to work around it depending on how complex your walls are.

If your area is pretty much a flat wall, you can try using a very thin, invisible func_train that constantly sweeps the wall, thus destroying any tripmines on it. Put a clip brush in front of the train to prevent the player from hitting it.
This will work with any wall structure that is consistent from one end to the other. So it doesn't necessarily have to be perfectly flat.
User posted image
If hitting the tripmine with a train still doesn't work, using a train to cross the tripmine's laser definitely will (remember On a Rail?). Your train will just have to be further from the wall and thus more obvious to the player.
Posted 12 years ago2011-07-05 19:05:22 UTC Post #296281
Oh, that game me an idea to test non solid surfaces, such as glass.

Also these tripmines are coded. They are an AMXX plug in for CS AMX servers. The plugin name is tripmine023 (edited a bit to remove +dellalser function).

I know they can be blocked at the root by an other laser or a movable entity. Guess ill have to test it out.

Thanks for the idea thou. If you get any more, please submit :D
Stojke StojkeUnreal
Posted 12 years ago2011-07-05 19:12:24 UTC Post #296282
soup's a genius
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2011-07-05 19:36:25 UTC Post #296283
The thing is these tripmines dont function as HL ones, they explode when moved, these just move the starting point, and the end point is still where the mine was pointed, that leaves a laser line from one end to an other.

These laser "cut" they dont set the charge to explode...
Stojke StojkeUnreal
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