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preventing gun pickup for certain players

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Again, without reading the comments, I tell u how I should do it (sorry if it already got answered):

If the players start at a different locations, then just put 4 trigger at each spawnpoint that activates a different another trigger thus identifies the player. For example if only player 2 and 3 allowed to pick up an object (gun), then its maybe possible to only enable 2 trigger (out of 4) for that 2 player. But its easier just make it a way that only the first 2 who goes there can pick it up.

About the pickup: just use a static model (or dynamic_override, does not matter) and put a trigger around it. on touch, just kill the prop, and add the portalgun with the clientcommand and disable/kill the trigger. This way u can also pick up other objects oldschool, just by walking thru them (there can be a soundeffect too).
Dont know how can it work if a player with the gun dies (I mean how to determine if it had a gun or not, so it can be added automatically on next spawn (or not) if the goal is to only have 2 player with a portal gun.

-= Check out my maps: workshop, and their .vmf sources: homepage =-

I think this has been asked to me before by LPFreaky. In the Valentines map only the correct player can pick up their guns at the start.
Decompile it and have a look.

However what I did suggest to LP was to use a player_equip when a certain player touched a trigger with a filter. The actual guns could be fake (a prop_dynamic).
I saw this technique done in a version of biohazard for HL2DM so then the weapons can look cool on their rotating platforms.
(upgrading the guns will be necessary)

I cant remember if this is what she used in the end. Seriously decompiling is your friend.

?????????????????????????????TWP Releases | My Workshop
ChickenMobile wrote:
I think this has been asked to me before by LPFreaky. In the Valentines map only the correct player can pick up their guns at the start.
Decompile it and have a look.

However what I did suggest to LP was to use a player_equip when a certain player touched a trigger with a filter. The actual guns could be fake (a prop_dynamic).
I saw this technique done in a version of biohazard for HL2DM so then the weapons can look cool on their rotating platforms.
(upgrading the guns will be necessary)

I cant remember if this is what she used in the end. Seriously decompiling is your friend.

Aperture Valentine used:

- a trigger_playerteam
- a coop_manager
- a func_brush (which blocks the player)
- a weapon_portalgun (Starting team = orange)
- a prop_dynamic (portalgun model)

For Orange's gun:

- when the trigger_playerteam was touched by Blue, it set the coop_manager's StateA to 'False'
- when it was touched by Orange, it set the coop_manager's StateA to 'True'

- when the coop_manager's StateA was 'True', it disabled the invisible func_brush
- when it was 'False', it enabled the invisible func_brush

- when the player picked up the weapon_portalgun, it killed the prop_dynamic

All this, I found just from a decompile. Like ChickenMobile said, decompiling is your friend.

BSPSource

ImageImage
FelixGriffin wrote:
EDIT: Wait, I know this error. You can get it if a texture isn't aligned to either world or face. Did you use an old version of the random wall generator recently?

I don't even know what that is :P

srs bsnss wrote:
Like ChickenMobile said, decompiling is your friend.

I know, I have like 10 decompiled maps on my desktop. But decompiling Aperture Valentine doesn't really help me, because that map only had 2 players: a blue and an orange. I have 4 and as far as I know, they might as well be all blue..

Also, I seem to have found the problem with my brush entity and trigger not cooperating. I think after I parent the brush to the player it just stops being recognized by the trigger. I might just return to changing the player model and trying to filter that. I just realized I'll have to use player filtering at respawns as well and this parenting stuff is just getting more and more complicated. I really wanted it to work though...

- Science isn't about why, it's about why not!
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