View Full Version : Protect Sentry form getting Sapped
gH0sTy
08-23-2008, 11:45 AM
Is it possible to make a Sentry unsappable ?
I've made the Sentry invulnerable but a Spy can disable the Sentry by sapping it.
grazr
08-23-2008, 11:53 AM
No, this has been discussed before.. invulnerable sentries can still be zapped, though i think it doesn't actually destroy them, just disables them untill someone unzaps them. But i'm not sure, havn't tested myself.
You could try putting a player clip around it to stop a spy getting close enough to zap it.
Putting invulnerable sentries in a map seems.. not right.
gH0sTy
08-23-2008, 02:46 PM
Ok, thx.
The Sentries are only for spawnkilling protection.
I've made them vulnerable again and let them respawn after a period of time.
grazr
08-23-2008, 03:02 PM
Hm, i understand what you are trying to do.. i remember TFC. If that is your intention then you should probably make them invulnerable. Sometimes though, you get people who just want to put sentries in their map, just because they can (=bad).
Aslong as it is inside your spawn then you can make it invulnerable.. maybe you could stop people spawn camping too by having one outside; but only if it is out of the way. As in, players have no business outside the spawn room (unlike 2fort where they are just walking past to get to the flag room).
TheBladeRoden
08-23-2008, 03:48 PM
put them upside down on the ceiling :)
Half-Life_Maniac
08-23-2008, 10:21 PM
You would be better off putting it in an unreachable place- protected in its own little corner or something up high.
TheDarkerSideofYourShadow
08-24-2008, 01:55 AM
put them upside down on the ceiling :)
The turret models are in the game :-)
Why cant you just use some func_respawnroomvisualizer's? I get a big "You're doin it wrong" feeling from needing sentries to do spawn protection.
gH0sTy
08-24-2008, 08:21 AM
First of all I've never done a map and I'm absolutely new to all this.
I'm an Server Admin and decided to put a achievement map on my server, I know not everybody likes achievement maps but it keeps my server filled :)
Unfortunately an achievement map is like a big magnet for retarded players who rather randomly kill ppl than helping them to get their achievements and you can't moderate a server 24/7.
The map I used hadn't a protected spawn so I modified it by adding walls around the spawns and place a sentry inside it to at least protect the player from annoying spawn killing. That's why I need sentries that respawn a few seconds after they get destroyed.
MrMuffinMan
08-24-2008, 09:13 AM
I say you should make a proper spawn instead: http://forums.tf2maps.net/showthread.php?t=198
This will completely close off the spawns to spawn killers, so you won't have to bother making it overly complicated with a sentry.
teddyruxpin
08-24-2008, 04:38 PM
put a trigger_hurt cube around them. Spy touchy... Spy die
Half-Life_Maniac
08-25-2008, 01:58 AM
I was originally going to ask how the spies were even able to enter the spawn in order to sap, before I realised you wanted the sentries outside of spawn. Or do you?
As mentioned, you definately want func_respawnroomvisualisers to prevent enemies getting into spawn. The sentry shouldn't be needed.
grazr
08-25-2008, 03:18 AM
This is a really old skool notion. I'm neutral more than opposed to this; like i imagine most hard core TF2 level designers would be. Personally i thought the visualisers ruined the game visually, as apposed to the spawn sentries in TFC. However the sentries were from HL1 and gave a little tingle from the original game into the back of your mind, of where this game came from, and were also fit to the TFC style (as it was very hl1 texture orientated, along with using the same weapons etc etc). I digress..
My only problem is that the sentries are quite obviously an engineers sentry, and having an invulnerable engineer sentry kind of throws me off. They are also fairly combersum to take into consideration for a spawn.
Personally i would love to see an alternative version to the engineer sentry model used as a spawn defence (such as a single turret minigun implacement, similar in design to the HL1 turret), as it would really bring me home. Plus, anyone who spawn camps deserves a few rounds to the face and a death to their kd ratio, just for trying to get some cheap kills. :closedeyes:
Respawn visualisers are ugly but they do their job. After a single rant on my dissapointment over the lack of imagination put into creating spawn defences i simply let it go and tolerated them. It would be nice to see this go somewhere. But maybe this is a bit much for what you had in mind.
FaTony
08-25-2008, 03:27 AM
Now imagine if blu get to red spawn, he's getting surrounded by 10 senties elevating from the floor. *cough* SetParent func_door..
Little offtopic: but what map is this for? I've only seen one map using it until now.
FaTony
08-25-2008, 04:34 PM
Achievementbox.
drpepper
08-25-2008, 04:50 PM
I say you should make a proper spawn instead: http://forums.tf2maps.net/showthread.php?t=198
This will completely close off the spawns to spawn killers, so you won't have to bother making it overly complicated with a sentry.
yea but someone dying due to them wanting to spawn camp just feels 'right'.
Username
08-26-2008, 12:21 PM
If you want to make them unsappable, I think I know what to do. Simply create a nodraw or invisible brush around the sentry, then turn each face into a displacement. The sentry can see out, but the spy can't touch it. Also, this'll make the sentry unable to be damaged, as well. :D
teddyruxpin
08-26-2008, 02:37 PM
I already use the method of wrapping a simple trigger_hurt cube/box around the Sentry Gun and that has yet to fail me. You could also make the entire spawn area or the door ways for that team a trigger_hurt and set a team_filter to the colors etc and then it will kill anyone that enters the area.
Many very simple ways to solve this problem. I have been dealing with this for a while now on my hosts that allow you to build tele's on cubes and shoot them through door ways or pick them up with a gravity gun like plugin and toss them around. Both methods I mentioned above will prevent abuse even if they can build on cubes or pick up buildables and move them.
-Teddy
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