Trigger Help

  • Thread starter Thread starter B_L_A_N_K
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B_L_A_N_K

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I cant seem to figure out to have a trigger activate when a person dies in a specified area. Can anyone help?
 
Assuming you are a Source mapper, that's not easy... OnEndTouch is fired when a player dies, but it's also fired when he leaves the zone. When I was trying to fake an assassination scenario in CS:S, I found a way to force an output when the "VIP" died, but that method would be wasteful for multiple players, and prone to horrible failure if many were dying at once. It would probably be too much work to split it up for a large number of players.
 
So it would work if 1 player/entity were to die, but not if a whole team were to be counted?
 
Right--The issue with multiple players is that a logic_relay sits between the player and anything he'd like to trigger upon death, to ensure that he died inside a certain trigger; but, if multiple players are dying within a small timespan, the I/O will probably occur more quickly than the engine can perform desired operations.
 
I see.
I it would work for an assassination map.
 
It did work, quite well, but there's not an especially good way to end the round in either team's favour. I did eventually find that endround works if multiple players are present, but that was after the release of the VIP server-side mod, so continuing the project would be pointless.
 
works perfectly for me. My plan is a 1v1 knife battle arena, but i wanted to insure that no one could ruin it by tagteaming, etc. Also flashing lights look cool :)
 
Well, okay.

Each player must spawn inside a trigger that, OnStartTouch, fires !activator with AddOutput, parameter OnUser1 target,input,parameter,0,1 (this should be the event you want to occur on player death).

Your player death zone, assuming in your case that players can never actually leave it, should have OnEndTouch defined to send FireUser1 to !activator.

This assumes that players cannot leave the death zone, and that they have a low likelihood of dying outside the death zone... Malicious players might execute kill multiple times to stack outputs on themselves.
 
why couldnt I just send a direct signal to all the things I want to activate(lights, sounds, doors)?
 
/me cocks head to side

Yes, I suppose given the criterion that players can never leave, that would do nicely... :O
 
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