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Old 05-28-2008, 11:05 PM   #1
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Need lua to disallow the conc explosion

Ok here's what I want / need.

I want for a conc to only be able to be fired inside the trigger IF the player is holding it.

If they toss it, I want it to either disappear or not be fired.

I tired using this code from the no_annoyances and it's not working for some reason:

Code:
function noannoyances:onexplode( explode_entity )
	if IsGrenade( explode_entity ) then
		return EVENT_DISALLOWED
	end
	return EVENT_ALLOWED
end
Right now I have the trigger going around the whole room...do I need to just make it like 4 units high on the ground...so that if the conc gets tossed in there is doesn't work or do I need a new code for it?
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Old 05-28-2008, 11:42 PM   #2
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Well, this isn't perfect, but it does what you want...

Code:
function player_onthrowgren2(player, prime)
	return EVENT_DISALLOWED
end
... should do it. As long as you don't mind that the timer for disabled grenades still appears
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Last edited by Pon; 05-28-2008 at 11:48 PM.
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Old 05-29-2008, 12:00 AM   #3
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lol not really...as long as they can't toss it down then that's fine by me. Plus this is all I need to run my last compile and release so something that small isn't really going to bug / stop me.
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Old 05-29-2008, 12:08 AM   #4
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Thats good 'cos I'm not sure how to remove it :P
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Old 05-29-2008, 12:26 AM   #5
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You could just remove their concs when they are out of the area and add them again when they are back?
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Old 05-29-2008, 01:42 AM   #6
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well I want / need them to be able to HH the conc, but not to toss it.

Also me and pon have been going back and forth trying shit and nothing is working...any other ideas?
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Old 05-29-2008, 01:51 AM   #7
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Something like if the grenade is yours and is not more than 1 unit away, allow blast. Dunno how to code that though.
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Old 05-29-2008, 01:55 AM   #8
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Send a message via AIM to squeek.
You could try enabling a trigger_remove that only removes grenades in player_onthrowgren2()
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Old 05-29-2008, 01:57 AM   #9
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I think if the whole onthrowgren2 thing was working, the above code from Pon would have fixed it already.
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Old 05-29-2008, 01:59 AM   #10
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Quote:
Originally Posted by Jester
I think if the whole onthrowgren2 thing was working, the above code from Pon would have fixed it already.
It does work. It just doesn't work like onexplode; it's not meant to return a true/false allowed statement, it's meant to be a function (like player_spawn, entity:ontrigger, etc).
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Old 05-29-2008, 02:04 AM   #11
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yeah that seems to be the problem...I can't tie it to a trigger_ff_script b/c it's an entity so it either works all the time or never.
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Old 05-29-2008, 02:14 AM   #12
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Quote:
Originally Posted by squeek.
You could try enabling a trigger_remove that only removes grenades in player_onthrowgren2()
I guess you could try this thing out, just do a disallow instead of removing though.
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Old 05-29-2008, 02:46 AM   #13
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Ok, on the offchance that this might help someone else finish it off, here's what i was trying to do:

Code:
local c = Collection()

nonades = trigger_ff_script:new({})

function nonades:ontouch( touch_entity )
	if IsPlayer( touch_entity ) then
		local player = CastToPlayer( touch_entity )
		-- Add this player to the collection
		c:AddItem( player )
	end
end


function nonades:onendtouch( touch_entity )
	if IsPlayer( touch_entity ) then
		local player = CastToPlayer( touch_entity )
		-- Remove player from collection
		c:RemoveItem( player )
	end	
end


-- This is fired when everyone has stopped touching "nonades"
-- and it goes to its inactive state
function nonades:oninactive()
	-- Clear out the items in the collection
	c:RemoveAllItems()
end



function player_onthrowgren2(player, prime)

	if c:Count() == 0 then
		return EVENT_ALLOWED
	end

	for temp in c.items do
		local c_player = CastToPlayer( temp )
		
		if c_player == player then
			return EVENT_DISALLOWED
		end
	end

	return EVENT_ALLOWED
end
Didn't work, however using a gren inside the nonades area did produce an error, whereas using it outside of it did not... so it must be on the right track, I think.
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Old 05-29-2008, 04:09 AM   #14
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so yeah...I'm an idiot and am very sorry to have wasted everyone's time:

http://developer.valvesoftware.com/wiki/Trigger_push

Speed of Push:

2000

Flags:

Clients (un-check)
Physics Objects (check)
FF Grenades (check)

Dropping conc sends it flying across the room, problem solved!

Again very sorry everyone...
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Old 05-29-2008, 04:48 AM   #15
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Oh good it worked

We are victorious!
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Old 05-29-2008, 06:57 AM   #16
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yeah I didn't have the map you told me about, but I did remember that concmap_cave had the same thing so I decompiled it and copied what PSF had in there and it worked great!

thanks for your help everyone! I am running the last (hopefully) compile right now and should have this thing released tomorrow.
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