|
01-16-2013, 09:30 PM | #1 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
|
Toggle trigger_ff_clip?
I want to make it so my flag can't be grabbed through lasers while security is up.
I looked at phantom_r's .vmf in hammer and it uses a func_brush. But I can't figure out how to make the func_brush solid without blocking a demoman's pipes. When I use a trigger_ff_clip I can make it block a specific team, and let a demoman's pipes in, but I can't enable/disable it with the security toggles. So how do I make a security controlled clip brush that still lets a demoman's pipes through? |
|
01-16-2013, 10:47 PM | #2 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
A perfect security solution using trigger_ff_clip is definitely possible (non-exploitable by the offense and doesn't get the defense stuck in it), but no map has done it yet. I'll see what I can do when I get home.
__________________
#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
|
01-16-2013, 11:58 PM | #3 | |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
|
Quote:
Example: I tried to "Disable" the clip brush on open and "Enable" the clip brush on close. Or "TurnOff" the clip brush on open and "TurnOn" the clip brush on close. But these I/O commands don't seem to register with trigger_ff_clip entities. Thanks for taking a look squeek, I thought phantom already had implemented something similar but I was mistaken. |
|
|
01-17-2013, 07:35 AM | #4 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Alright, here's a working example. It's not very clean, but it functions properly.
http://www.fortress-forever.com/publ...v_security.zip It uses a trigger_ff_clip to block players, a non-solid func_brush for the visuals, and a trigger_hurt 1 unit inside the trigger_ff_clip to kill any offense that is inside the security when it goes up (so they don't get stuck inside). This also means that offense doesn't get killed if they touch the lasers from the outside when security is up; if you don't like that, just extend the trigger_hurt to overlap with the trigger_ff_clip. The Lua code is somewhat complex, but you should be able to use it without modifying much (put any custom OutputEvent()'s or anything like that in the ClipSec_Event_SecurityOn/ClipSec_Event_SecurityOff functions at the bottom). The func_button approach I used I'm not very fond of (I've never made a security map, but I think it's ill-advised to have the func_button reset delay dictate how long security goes down for as that should be controlled by Lua ideally). That is something that can really be improved. I'll look into adding a Disable and Enable input for trigger_ff_clips, as that would make this whole thing immensely cleaner, easier, and more intuitive.
__________________
#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington Last edited by squeek.; 01-17-2013 at 07:39 AM. |
2 members found this post helpful. |
01-18-2013, 10:44 PM | #5 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
|
Thanks for your hard work Squeek!
|
|
07-06-2013, 04:41 AM | #6 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 14 Times
|
Squeek I hate to drudge this topic back up but I can't for the life of me get this LUA to work with the aardvark_doorhack style Security system. When I load up the map in FF I can choose out of four teams (instead of two) and when I select a team all of the classes are greyed out (so the LUA is breaking the map).
My current security system (the same used in sd2 and destroy, etc.): A trigger_ff_script (red_aardvarksec) opens a func_door (red_aardvarkdoorhack) that handles all the outputs. Can we make it so the func_door (red_aardvarkdoorhack) toggles the trigger_ff_clip, instead of a button doing the toggles like it does in your previous solution? I tried to mess with your code to achieve the desired effect but I ended up breaking something. Last edited by ian.de; 07-06-2013 at 04:42 AM. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|