In my new map (CS:S) there are several trigger_hurt or explosions that can be triggered by the user. Is it somehow possible to give the player credit for kills he did with those functions? Like when using the tank cannon it should say TankPlayer ---> DeadPlayer and give TankPlayer a kill. Any ideas?
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Re: rated explosion kill
Posted by Kampy on Thu Oct 6th at 11:27am 2011

Kampy
member
304 posts
294 snarkmarks
Registered: Dec 30th 2003
Location: Germany
Occupation: student
Posted by Kampy on Thu Oct 6th at 11:27am 2011
Kampy
member
304 posts
294 snarkmarks
Registered: Dec 30th 2003
Location: Germany
Occupation: student
Re: rated explosion kill
Posted by omegaslayer on Mon Oct 10th at 2:42pm 2011

omegaslayer
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Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Mon Oct 10th at 2:42pm 2011
May want to have a look at the Game Score entity. You can target the player by using the !activator target name (whom ever activated the entity).
Set up a game_score entity the name "score_ent" (and set values accordingly)
Have a trigger multiple grab whomever activated the explosions (by button, or trigger) - you could have a disabled trigger quickly enabled after you hit a button to make the OnTrigger effect go through, then diable it right after to prevent people from just stepping in the trigger zone to get a high score. Have the trigger_multiple have an output of:
MyOutput: OnTrigger (or whatever its called)
Target Entity: "score_ent" (or whatever you called the game_score entity by name)
Target Input: ApplyScore
Parameter: !activator
This in theory will tell the game_score entity to add a score to whomever activated the trigger_multiple.
Set up a game_score entity the name "score_ent" (and set values accordingly)
Have a trigger multiple grab whomever activated the explosions (by button, or trigger) - you could have a disabled trigger quickly enabled after you hit a button to make the OnTrigger effect go through, then diable it right after to prevent people from just stepping in the trigger zone to get a high score. Have the trigger_multiple have an output of:
MyOutput: OnTrigger (or whatever its called)
Target Entity: "score_ent" (or whatever you called the game_score entity by name)
Target Input: ApplyScore
Parameter: !activator
This in theory will tell the game_score entity to add a score to whomever activated the trigger_multiple.
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
1
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