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Cereal_Killer
02-11-2008, 03:29 PM
Could I make so that if an engineer built a dispenser in a respawn room which was disabled that it would suddenly enable it causing that team to start respawning in that room? How would I go about doing this?

Thanks,
Cereal Killer

Youme
02-11-2008, 03:34 PM
use a triggerbrush aroudn the room, set it's flags to "everything" then set the filter to "dispencerfilter" make a filtertype entity with the same name and set the filter to the dispencer name (can't remember it off the top of my head) then tell the tigger to enable the info_spawnpoints in that spawnroom when it is triggered (by the dispencer)

Immortal-D
02-11-2008, 03:38 PM
Dam, you beat me to it. I was just reading about various new filters and outputs on the Valve wiki. But yeah, what Youme said.

Cereal_Killer
02-11-2008, 06:10 PM
use a triggerbrush aroudn the room, set it's flags to "everything" then set the filter to "dispencerfilter" make a filtertype entity with the same name and set the filter to the dispencer name (can't remember it off the top of my head) then tell the tigger to enable the info_spawnpoints in that spawnroom when it is triggered (by the dispencer)

Thanks a ton, My only question would be what is the dispenser name? I have no idea where to look it up. If you could tell me where I'd <3 you. yeah, id damn f****** <3 you.

Youme
02-11-2008, 06:16 PM
I can't remember what it is, but you can look it up. try in the GCF script files, it will be the name of the dispencer script (Thats one way of removing weapons, but it spams "sv_cheats 1" on the screen)

Youme
02-11-2008, 06:35 PM
nope, it seems I'm slightly wrong. its not there. That means I have no clue where it is.
It probably has "buildables" in it somewhere, why not do some trial and error? (that is by best suggestion)

Cereal_Killer
02-11-2008, 08:47 PM
nope, it seems I'm slightly wrong. its not there. That means I have no clue where it is.
It probably has "buildables" in it somewhere, why not do some trial and error? (that is by best suggestion)

Which filtertype entity did you use?

Youme
02-11-2008, 08:49 PM
trigger_once or trigger_multiple, depending on how you want to use it.

Cereal_Killer
02-11-2008, 08:54 PM
The only other thing was that there must be a list somewhere of all the available classes, including what im looking for ie dispenser.

Scotland Tom
02-12-2008, 10:08 AM
This sounds like a fascinating idea. Not that I have any clue as to the implementation. But making it so that an engineer can capture a forward spawn point like that is a really cool concept. I'm anxious to see how it works out.

fartron
02-12-2008, 11:16 AM
Cereal, you can learn a lot if you go into TF2 and play with the ent_ commands in console. Bind a key to ent_text and press it while looking at an entity to get a lot of information about it on screen. There are other useful commands, like for displaying it's bounding box and such.

I went in and checked, and dispensers are called obj_dispenser

dirtyminuth
02-12-2008, 11:20 PM
Sounds like you can use an engineer's dispenser to facilitate gameplay changes. However, can you distinguish between a BLU or RED engineer's dispenser? If not, it's easy enough to implement team-only doors as a hack solution.

Youme
02-13-2008, 07:24 AM
Yeah, chances are you have to use a team only door. there are some other nifty ways of doing it but they are quite long winded to explain, difficult to impliment and probably less than 100% effective.

l3eeron
02-13-2008, 11:43 AM
Once the dispenser is built and enables the new spawn room... are the enemy supposed to be able to destroy it and turn the forward spawn off?

fartron
02-13-2008, 12:11 PM
I supposed you could do it either way.

Here's a question... does anyone know if you might be able to trick a dispenser into sending out its healing beam toward a map entity? That'd look awesome, if you had to build the dispenser and then it healed the respawn. Gonna play with ents when I get home, but somehow I doubt this is possible

Youme
02-13-2008, 12:54 PM
It must be possible, with one of those bullseye entities or something, I would't really know how to though. But it would look cool

Jive Turkey
02-13-2008, 12:58 PM
Did you get this to work?

A while back I tried triggering a trigger_multiple with a dispenser by using a filter_activator_class with filterclass set to "obj_dispenser". Didn't work for me. I assumed it was because the entity never actually "touched" the trigger_multiple because it was instead "born" inside of it when built.

Although if that's the case I just had an idea... You could attach a trigger_multiple to some moving entity which would constantly "sweep" the area scanning for a dispenser, which would in theory trigger the OnTouch.

ryodoan
02-13-2008, 12:58 PM
I supposed you could do it either way.

Here's a question... does anyone know if you might be able to trick a dispenser into sending out its healing beam toward a map entity? That'd look awesome, if you had to build the dispenser and then it healed the respawn. Gonna play with ents when I get home, but somehow I doubt this is possible

heh, anyone else here watch The Venture Brothers? I have not seen it on TV but I was over a friends house and he had the first season on DvD.

In any case, in this one episode Dr. Venture has created a contraption that when you go into it, it makes you experience your best fantasies, however their resident Necromancer is convinced that the machine is evil.

Finally, towards the end of the episode Dr. Venture is asked, "What exactly do you mean by 'un-orthodox parts' going into this abominations creation?"

Venture replies, "Ehm, well I might have used *mumble*a heart of an orphan *mumble*"

So in any case, this is the first thing that popped into my mind when you mentioned having the dispensor activated on some object in the room.

Narkissus
02-13-2008, 01:18 PM
Venture bros. is one of the best shows on tv. :)
I wonder when season 3 is coming out.

Jive Turkey
02-13-2008, 01:38 PM
Last word on his blog says June. Interminable wait!

I've been accused of sounding like #24 in game. I don't know if that's a compliment.

ryodoan
02-13-2008, 01:53 PM
Sorry I completely derailed this thread....

http://graphics8.nytimes.com/images/2007/08/14/world/14cnd-russia1.600.jpg

Narkissus
02-13-2008, 03:14 PM
Last word on his blog says June. Interminable wait!

I've been accused of sounding like #24 in game. I don't know if that's a compliment.

I just watched the episode Hate floats on adultswim.com. Its definately one of my favorite episodes and is heavy on number 21 and 24. So damn funny
when they give the monarch hulk hands and he smashes them together and a tinny voice comes out saying "hulk smash tiny people" and that whole scene.

fartron
02-15-2008, 10:40 AM
Heroically saving the train..
http://i.ytimg.com/vi/x23sb1T-xSM/default.jpg (http://www.youtube.com/v/x23sb1T-xSM)

I found that the blue healing ray is called medicgun_beam_blue_healing, and I made an info_particle_system accordingly. I tried putting a couple of info_targets as ControlPoint1 and 2, but I'm getting spammed with "ControlPoint1 unassigned" errors. It may simply not work in a map, but does anyone with more particle experience have any insight?

kimangroo
03-25-2008, 10:51 PM
^^ Out of interest I tried out medicgun_beam_blue_healing and targeted it on a func_button. I didn't get the full medic beam but did get a nice blue glow! My main computer is now bust though and I the laptop I'm using now crashes at the merest sniff of a particle system, so I couldn't investigate further.

I had a question for you though, how did you find out what the name of the healing ray particle system was? I'd love to know more particles systems that I could use. There's a wiki list, but it only shows 3 or 4 and they're all smoke effects.

(sorry to bring up an old thread, but I need to know!)