Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Topic started by: Eiii on December 05, 2005, 10:01:11 PM
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Personally, I think someone could find use for some new entities; especially the trigger ones, and they wouldn't be hard to implement.
Now, on to the entity requests.
- A team-specific trigger. Could be in the current trigger_once or trigger_multiple.
- A 'grabbed the flag' trigger. Would have to be team-specific. (Could be *team* grabbed the flag, or *team*'s flag was grabbed)
- Make flags be able to be spawned with the trigger(or func?)_spawn. Also, make entites go along conveyor belts. This could make some thing where a flag spawns on one end of the conveyor belt, but it stops when the flag is grabbed.
- An 'on' trigger for toggable entities and an 'off' one too.
- A trigger that is on as long as there is a player inside it, and off when they're not there. (Or vice-versa)
- And bring back the func_explode! We can probably get a new explosion model. :P
That's all for now. Post ideas, if you have any
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- I've made team-specific buttons and doors. I could expand this to other triggers if needed.
- I suppose I could make it so you could specify a "target" in the flag entity.
- Have you tested this to see if it's not possible already?
- Explain this a little more.
- I'm not sure how feasible this would be with the way the entity system works. What would the purpose be?
- Why?
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Hm. I can't seem to get a conveyor belt to work. I can only get water to push me along...
- Yay.
- Yay again.
- Flag's can't be spawned with specific properities, just like guns...
Also, can't get conveyor belt to work. - For example, to make trigger that turns on a light. The first time you hit it, it would turn on the light, but after that do nothing. You could accomplish that with a trigger_once, but you would be unable to stick in an 'off' trigger also, and be able to toggle it between both places.
- I don't know. Turn on a light if someone is in a room?
- I'm sure someone can find a cool use for it. ;)
Ooh! and another request(s)...
- Make it so that spawns could rotate. This could be a worldspawn thing...
Ex: You have a group of spawns- team '1' and '2'. Or, it could be 5 and 6. Something like that. If the worldspawn setting is set, then the teams would rotate the spawns. Red spawning at 1 the first round, 2 the second, and if there was a third team, 3 the third. Then again, this could also make it so that textures would have to rotate some too. ;) - ENTITIES RESET AT THE END OF THE ROUND! That would be fun for siege.
- Func_trains that also have a 'rotation' key?
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I got the conveyor belt to work. It doesn't move entities. See if that's possible.
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Soooooooo... final word? Does any/much of this sound possible/something you would do?
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Well, I'm focusing on the things that are needed right now, so it'll be a while before I get to the "might be nice to have"s.
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Replying here because the forum search doesn't lead me to the original thread about team-specific func_buttons (and forum search works different when I'm logged in - returning sometimes more and sometimes less results). Unfortunately, func_buttons are not team-specific anymore when "health" "1" is set which very much restricts its usefulness.
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Replying here because the forum search doesn't lead me to the original thread about team-specific func_buttons (and forum search works different when I'm logged in - returning sometimes more and sometimes less results). Unfortunately, func_buttons are not team-specific anymore when "health" "1" is set which very much restricts its usefulness.
Ah, hopefully that's a quick fix. I'll try to look into it soon.