View Full Version : Giving names to a player?
Foreverkul
04-29-2008, 08:15 PM
I can't figure out how to do this, does it involve using !activator? And then what?
And why won't it remove pipebombs when everything is set up (as best to my knowledge)?
I also say a func_rotating work in a custom map, does anyone know how this works since it doesn't seem to work for me :\
Foreverkul
05-01-2008, 12:01 AM
So, uh, yea, help?
Foreverkul
05-01-2008, 06:24 PM
I'm sure I'm not the only person here who would like to know these things.
bob+M|M+
05-01-2008, 08:40 PM
func_rotating still doesn't work but I bet you could pull off an imitation using func_traintrain and a small closed loop of path_corners. As far as pipebombs and stickies go... they are definitely physics objects, but some entities cannot affect them due to unresolved SDK bugs. for example trigger_multiple will not kill pipebombs, but func_breakable WILL kill them under the exact same conditions (using !activator and kill).
as for giving names to players I have no idea.
Foreverkul
05-02-2008, 06:06 PM
Hm, anyone else know anything about these problems?
Pseudo
05-03-2008, 10:37 PM
I think to name a player that triggered something you would target !activator and send the output AddOutput with the parameter targetname whatever. I haven't tested this but I think you could use it to later identify a player using a filter_activator_name.
cornontheCoD
05-03-2008, 11:05 PM
func_rotating still doesn't work but I bet you could pull off an imitation using func_traintrain and a small closed loop of path_corners. As far as pipebombs and stickies go... they are definitely physics objects, but some entities cannot affect them due to unresolved SDK bugs. for example trigger_multiple will not kill pipebombs, but func_breakable WILL kill them under the exact same conditions (using !activator and kill).
as for giving names to players I have no idea.
func_rotating doesnt work in TF2 mapping? weird
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