ensiform Posted July 16, 2005 Share Posted July 16, 2005 anyone have any idea how i could add CONTENTS_NODROP to trigger_hurt's that are for death pits ? cause with dropflag id like the flags to return and most maps dont have a nodrop brush in the pits... ctf4 is the only ctf map... Link to comment Share on other sites More sharing options...
razorace Posted July 16, 2005 Share Posted July 16, 2005 Well, you might be able to make the trigger's think function scan for dropped flags inside of itself. If this occurs, you'll just force the flag to respawn. Link to comment Share on other sites More sharing options...
ensiform Posted July 16, 2005 Author Share Posted July 16, 2005 oh... the think function i had a check in the touch function. Link to comment Share on other sites More sharing options...
razorace Posted July 16, 2005 Share Posted July 16, 2005 mmm, the touch function might work but I don't know if it's activated when the flag starts inside the trigger space (which would happen when the player falls thru and craters). I'd give it a shot and see. Link to comment Share on other sites More sharing options...
ensiform Posted July 17, 2005 Author Share Posted July 17, 2005 here's what i got so far... void hurt_think(gentity_t *ent) { int iEntityList[MAX_GENTITIES]; int numListedEntities; int i = 0; gentity_t *listedEnt; ent->nextthink = level.time + 100; if (ent->genericValue7 < level.time) { //don't need to be doing this check, no one has touched recently return; } numListedEntities = trap_EntitiesInBox( ent->r.absmin, ent->r.absmax, iEntityList, MAX_GENTITIES ); while (i < numListedEntities) { listedEnt = &g_entities[iEntityList[i]]; if (listedEnt->item->giType == IT_TEAM) { Team_FreeEntity(listedEnt); } i++; } } and in sp_trigger_hurt: self->think = hurt_think; self->nextthink = level.time + 500; Note: barrowed from shipboundary code. flags still dont return though :/ Link to comment Share on other sites More sharing options...
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