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LEMON 27
7 Nov 2009, 05:58pm
Hey Guys,
I'm working on a mini-games map called "Citrus Cut-Throat". Imagine a checkerboard of breakable blocks (the orange and gray) turned on it's side. Players spawn inside this checkerboard and must rely on their team mates called "spotters" to break the right blocks and help them defeat the enemy. While the spotters cannot hurt the players inside the checkerboard (I used a bullet blocking brush) the spotters can indirectly hurt the enemy by creating traps like pitfalls and barriers to sabotage the enemy team (hence "cut-throat")

My problem is that I want it so that when only one team is left surviving in the checkerboard, they teleport to the spotter's platform so they can kill the enemy's spotters. I imagine it as having a teleporter being disabled at start and having: "When all TERRORISTS within this area die, enable teleporter" and "When all COUNTER-TERRORISTS die, enable teleporter"
How would I go about doing this?

Here's the map so far:

http://img43.imageshack.us/img43/6791/hammerua.jpg

Prez
7 Nov 2009, 06:32pm
So, you want it that when only one team's players are left, they teleport?

I may have an idea, but I have to see if it would work.

Question though: Does the person take up one block space, or is it multiple blocks?

mapper
8 Nov 2009, 03:11am
I know something what could help but not exactly out my head:P


So if T and CT can get in the opposite field, also make team triggers/teleports.

Make a Trigger_teleport trigger ... (team based or not)
Start disabled.
Make a Game_zone_player trigger where your players will play.
Name: CountArea

Output:

PlayersCount
HandlePlayerCount
Invalue


Now make a logic case:
Name:
HandlePlayerCount

case01 0

Outputs:

On Case01
Teleport
Enable


OnDefault:
Teleport
Disable


Now make a Logic Timer:
Name: PlayersCount

start disabled: No
Random Time: No
Refire Interval: 1

Outputs:

OnTimer
CountArea
CountplayersInZone

Do the same for the other side and change the names ofc.
This should be all, If the teleports don't work properly, you should switch enable and disable.

Bob Loblaw
8 Nov 2009, 09:49am
Also a blockbullets brush still needs to be thick enough to actually block them. Its basically like using a wall, and nodraw does it just as well lol. So you can't have a 2 inch thick blockbullet.

LEMON 27
13 Nov 2009, 03:34pm
I know something what could help but not exactly out my head:P


So if T and CT can get in the opposite field, also make team triggers/teleports.

Make a Trigger_teleport trigger ... (team based or not)
Start disabled.
Make a Game_zone_player trigger where your players will play.
Name: CountArea

Output:

PlayersCount
HandlePlayerCount
Invalue



OK, I can't find an entity named "game_zone_player"

Paul
14 Nov 2009, 11:31am
OK, I can't find an entity named "game_zone_player"

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