questions about spawn and hurt triggers


caboose
05-23-2006, 04:39 AM
can the first wave of spawning allies be delayed so they cant move for say 30 seconds after the game starts, without puttin up a barrier that delays them.
just i wasnt the axis to be able to get in position before the allied 1st wave attacks.

also can hurt_triggers only hurt 1 team, axis or allies

[SAS]==Dirty_Harry
05-23-2006, 10:40 AM
Not sure about the spawn delay.

As for the trigger_hurt only hurting one team yes this can be done.

Make a trigger area the size you need and texture all sides with the trigger texture and then press ctrl+t and select trigger hurt.
You then need to place the entity filter_activator_team and give it a name i.e. allie spawn protect then set the filter mode to "allow entities that match criteria" and then set "Filter Team Number" to axis and visa versa for axis spawn protection.

Then in the porpeties of the Trigger brush you set the filter name to the same name you gave the filter_activator_team and set the damage type to what you want it to be.

Hope this makes sense any problems you know where to find me ;)

FuzzDad
05-23-2006, 07:30 PM
You can always put them in houses where the door opens after "X" seconds...

Dwin
05-23-2006, 08:25 PM
Yeah, but he said without having some kind of barrier that delays them.

So I'm guessing that means walls, doors, etc.

Bocasean
05-23-2006, 10:38 PM
It can be done with an invisible wall, if that's what your concern is....vision.

It's what Nipper did with dod_nmramelle.

caboose
05-24-2006, 03:04 AM
im making carentan, so the allies spawn on that road, hidden from view, i need a barrier to delay them for enough time to let axis get into the houses to set up defences.

i will probably use a player clip wall to stop the allies from movcing out, and stop the axis from getting towards the allies spawn before the round starts.

is there an output that will mean, when round starts, wait x seconds and then Kill invisible wall.

inKit
05-24-2006, 04:02 AM
i believe an logic_auto
with the onnewgame output should do the trick

i believe this output gets triggered every new round
so use this to build the invisi wall and start a timed event to destroy it again

caboose
05-24-2006, 04:16 AM
perfect thanks for the info

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