Non-Hammer Entities and Outputs Created 15 years ago2009-02-19 18:24:06 UTC by Rory Rory

Created 15 years ago2009-02-19 18:24:06 UTC by Rory Rory

Posted 15 years ago2009-02-19 18:24:06 UTC Post #262983
I'm making a game mode for Garry's Mod, and I've been mapping for years now. Unfortunately, this is a new issue.

I've been talking with an LUA scriptor, and he says for my capture points to work correctly for this game mode, I need:

"What about if the gamemode makes the entities "controlpanel" and "unlockbutton"? That makes it a lot easier to add the points, and stuff."

Right now, I have:

func_button Damage Activates - OutPut: capturepointred unlock time5.0 OutPut: capturepointred lock time7.0

func_button capturepointred Use Activates - OutPut: CaptureSirenRed PlaySound 0.1 OutPut: captureSirenRed StopSound 6.1

should I have him make the LUA recognize when capturepointred is activated, or have him create a new entity with the game mode, and somehow have hammer trigger it?

Having hammer trigger it sounds easier, but I'm not sure what to do. Should it be an output that trigger is, or a completely new entity? I'm confused.
Posted 15 years ago2009-02-28 09:52:47 UTC Post #263436
I'm a little unsure of what your question is...are you trying to get the game to determine when 'capturepointred' is activated? Assuming the capture point is an integral part of the game mode, I would assume it needs to be recognized in the LUA script for the game mode itself. You could also use an in-game counter, branch, or case entity to determine whether the entity has been activated or not, and to do certain things when it is activated or deactivated, and the case/branch entity is triggered.
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