Entity Setup for this? Created 20 years ago2004-05-16 20:09:51 UTC by davideo59 davideo59

Created 20 years ago2004-05-16 20:09:51 UTC by davideo59 davideo59

Posted 20 years ago2004-05-16 20:09:51 UTC Post #27307
OK, I want to be able for someone to run into and object (whatever I want to shape it) and then for them too get a life point bonus. This would be for counter-strike.
Posted 20 years ago2004-05-16 20:53:16 UTC Post #27311
Like as a powerup?
Posted 20 years ago2004-05-16 21:30:18 UTC Post #27315
try this... works for HL but I haven't tried it for CS :
Posted 20 years ago2004-05-16 23:28:01 UTC Post #27320
Thanks for that, it didnt really help cause there is no item_healthpack but it was the point of your trying :) . I did get what I wanted to happen work though... I wont bother explaining but I have it so that it heal's you and then dissapears for ever. I just cant get it to reset at the begining of the round, someone help ;)
Posted 20 years ago2004-05-17 09:11:16 UTC Post #27356
A trigger_damage with a negative damage value usually does the job, as is used in the Xen healing pools. You might try to trigger it off after a little while so the player only gets a small life bonus instead of full recharging.
Posted 20 years ago2004-05-17 09:27:36 UTC Post #27359
thats trigger_hurt ;)

Try a func_door, with a negative block damage (like -10)
Posted 19 years ago2004-05-17 20:51:57 UTC Post #27427
hmmm... Lets see, one trigger_hurt, two multimanagers, one multisource, one trigger_multiple...Interesting. example map coming soon...
Posted 19 years ago2004-05-17 21:19:51 UTC Post #27432
oh yeah, reformatted my system not to recently cant find my counter-strike CD it'll be in half-life then but the same method should work in CS.
Posted 19 years ago2004-05-17 22:05:57 UTC Post #27435
Well I think you may have got what I did wrong there. I have the object, a func_wall_dissapearing (watever), one multimanage, two trigger once's and a trigger hurt with negative damage. I hit the one trigger once which triggers the multi which triggers the thing to dissapear and the negative hurt to go on in .0001 seconds and then it triggers another trigger once which turns back off the trigger_hurt.

Lol, besides all that I have a problem with... RESETING IT AT THE BEGINNING OF THE ROUND lol.
Posted 19 years ago2004-05-18 02:05:37 UTC Post #27443
Trigger_hurt with negative damage value. A trigger_multiple that triggers a multimanager, wich triggers the trigger_hurt on, and after a little while off. A multimanager can trigger the same entity several times, with a certain delay, so that last trigger_once of you is quite useless since the multimanager can do it too.

The whole door isn't necessary here (since a door gives damage when it crushes you, that can also be used instead of the trigger_hurt. However, the player needs to be crushed between something and the door. A trigger_hurt only would be much better and easier to work with)

Now the only thing I don't know, since I'm not into CS mapping specific, how to reset a trigger_multiple after a round. Maybe it happens automatically? I don't know.
Posted 19 years ago2004-05-18 16:17:19 UTC Post #27584
lol i tried it... SEVENTH, you said you thought that you could reset something by calling it startround or something like that didnt you?
Posted 19 years ago2004-05-19 02:24:40 UTC Post #27614
Yeah, I can't remember the exact name, but it's something like "roundstart" or "resetround". You'll have to test it 'fraid, or mebbe Google.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-05-20 03:44:40 UTC Post #27761
just a quick FYI, just because an entity isnt in the FGD doesnt mean it wont work in the engine. TFC excels at this, which is why I just use both the HL and TFC FGDs at the same time.
Posted 19 years ago2004-05-24 16:47:35 UTC Post #28541
yeah I noticed this also cause I used a wrong config and made a hl map and it ran that in counterstrike- i had the item_longjump in cs lol
Posted 19 years ago2004-05-25 01:21:38 UTC Post #28575
As long as the dlls the mod uses do recognize the entity name, you can use it. Whether it's in the fgd or not.

Once I coded a new weapon, called it weapon_cafar, and gave a point-based entity that name. It wasn't recognized in Hammer since I hadn't added it to the fgd yet, but it worked perfectly well in the game.
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