Disabling a info_player_dm. Created 14 years ago2010-07-08 12:23:53 UTC by Suparsonik Suparsonik

Created 14 years ago2010-07-08 12:23:53 UTC by Suparsonik Suparsonik

Posted 14 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 14 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?
Posted 14 years ago2010-07-08 12:59:29 UTC Post #282814
killtarget.
Skals SkalsLevel Designer
Posted 14 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 14 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.
Posted 14 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 14 years ago2010-07-10 17:23:48 UTC Post #282909
Give it a name.
Posted 14 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 14 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.
Posted 14 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 14 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 14 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 14 years ago2010-07-11 10:38:46 UTC Post #282922
wat
Rimrook RimrookSince 2003
Posted 14 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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