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Old 03-13-2012, 07:50 PM   #2
R00Kie
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Join Date: Jan 2008
Location: Nowhere, Kansas
Class/Position: Random
Gametype: CTF
Affiliations: BiG, Kawaii!, MustacheBrigade, GoodFellas
Posts Rated Helpful 82 Times
No grenades in spawn is a brush entity. Trigger_ff_script with the name "no_grens" you can also use "spawn_protection" which will block grenades, infection, and prevent building. Make sure to include base_teamplay in your lua.

For spawn killing doors you can do that by using a trigger_hurt and lua that detects the team.

Here is some lua from aardvark for an example. Good luck.
Code:
-----------------------------------------------------------------------------
-- aardvark lasers and respawn shields
-----------------------------------------------------------------------------
KILL_KILL_KILL = trigger_ff_script:new({ team = Team.kUnassigned })
lasers_KILL_KILL_KILL = trigger_ff_script:new({ team = Team.kUnassigned })

function KILL_KILL_KILL:allowed( activator )
	local player = CastToPlayer( activator )
	if player then
		if player:GetTeamId() == self.team then
			return EVENT_ALLOWED
		end
	end
	return EVENT_DISALLOWED
end

function lasers_KILL_KILL_KILL:allowed( activator )
	local player = CastToPlayer( activator )
	if player then
		if player:GetTeamId() == self.team then
			if self.team == Team.kBlue then
				if redsecstatus == 1 then
					return EVENT_ALLOWED
				end
			end
			if self.team == Team.kRed then
				if bluesecstatus == 1 then
					return EVENT_ALLOWED
				end
			end
		end
	end
	return EVENT_DISALLOWED
end

blue_slayer = KILL_KILL_KILL:new({ team = Team.kBlue })
red_slayer = KILL_KILL_KILL:new({ team = Team.kRed })
sec_blue_slayer = lasers_KILL_KILL_KILL:new({ team = Team.kBlue })
sec_red_slayer = lasers_KILL_KILL_KILL:new({ team = Team.kRed })
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