FMPONE Posted February 6, 2013 Report Posted February 6, 2013 Hi guys, slight issue right now with my CS:GO map, I've got a bottomless pit elevator shaft and I need the hostages to die when they fall in, or else this area could ruin the entire match. Any help in triggering a hostage death would be appreciated, so far I've tried both fall damage and trigger_hurt and neither has done the trick. Quote
Evert Posted February 6, 2013 Report Posted February 6, 2013 Can you use simple IO for it? I don't know what stuff exists scripting wise in CS:Go. Like 'Kill' target !activator on a trigger_multiple? It's been long since I touched source scripting Quote
Puddy Posted February 6, 2013 Report Posted February 6, 2013 Yeah, is it possible with IOs? That would be my approach. When you used trigger_hurt, did you activate it for npc's? Quote
FMPONE Posted February 6, 2013 Author Report Posted February 6, 2013 I don't know enough about scripting frankly, but npc clip didn't work Quote
cincinnati Posted February 6, 2013 Report Posted February 6, 2013 i'm not sure what you're ultimately trying to accomplish, but if keeping them out of the pit works, you might be able to help it along by editing the nav mesh with nav_avoid or something else that discourages travel. i don't know much about the behavior of hostages while following cts, so it's just a guess. Quote
FMPONE Posted February 6, 2013 Author Report Posted February 6, 2013 (edited) this didn't work the point is, it's just supposed to be a bottomless pit, but right now everyone except the hostages dies. I can't find a way to kill the hostages Edited February 6, 2013 by FMPONE Quote
Spherix Posted February 6, 2013 Report Posted February 6, 2013 If the pit is bottomless, what kills the players? Quote
Evert Posted February 7, 2013 Report Posted February 7, 2013 Hmm make sure that the trigger is set to trigger on NPC's, under flags I think. Otherwise I guess you can name the hostages, and have a filter entity to check towards entity names on the trigger. Quote
insta Posted February 8, 2013 Report Posted February 8, 2013 Try setting it to "Sethealth" "0" instead, "Kill" will just remove a entity from the map, so it will just disappear. But maybe hostages can't be killed except by players, I don't know :E Quote
blackdog Posted February 8, 2013 Report Posted February 8, 2013 I haven't played much GO (and when I did was on the new game modes) so maybe Hostages aren't as acrobatic as in the past, but I'd instead see if it's possible to prevent to fall in the pit, I'd be pissed off to see them die and loose points because of the poor AI navigation they're known for. If the pit is along one of the main rescue routes that will influence a lot its use... I don't remember any official map where's possible to get killed by the environment. But that I say without having any idea of what you are doing. FMPONE 1 Quote
FMPONE Posted February 8, 2013 Author Report Posted February 8, 2013 (edited) I haven't played much GO (and when I did was on the new game modes) so maybe Hostages aren't as acrobatic as in the past, but I'd instead see if it's possible to prevent to fall in the pit, I'd be pissed off to see them die and loose points because of the poor AI navigation they're known for. If the pit is along one of the main rescue routes that will influence a lot its use... I don't remember any official map where's possible to get killed by the environment. But that I say without having any idea of what you are doing. You summed up my thoughts pretty much exactly, upon further reflection I've also come to this conclusion. The hostages have really odd behavior and it would have been inevitable that good players suffered at the hands of goofy AI, which is not a good map mechanic It's also obvious to me now why De_ type maps are more popular, hostages are a very clunky mechanic at times Edited February 8, 2013 by FMPONE blackdog 1 Quote
Puddy Posted February 8, 2013 Report Posted February 8, 2013 Noooooooo! My hostage sacrifice pit KungFuSquirrel and blackdog 2 Quote
blackdog Posted February 9, 2013 Report Posted February 9, 2013 (edited) It's also obvious to me now why De_ type maps are more popular, hostages are a very clunky mechanic at times Yeah, i don't remember if cs_ maps are even considered in ladder/tournaments; I remember that back when I had a clan (CS:S) we had a few clan-matches on hostages maps, but just to see how those would play. Personally I love cs_ maps, or at least I can hang around Office and Italy for hours straight... but they rarely end up in a win by rescue. Btw curious to see what you are cooking up! (I remember you started that topic about the museum-themed map - and it was looking gorgeous) Edited February 9, 2013 by blackdog Quote
Rick_D Posted February 10, 2013 Report Posted February 10, 2013 cs_ is not a good competitive mechanic for many reasons.. you cannot rely on player skill and team tactics because of AI, and most maps are heavily biased towards defenders so any good team can just destroy attackers. the dynamics of de_ maps is just a lot better for competitive play. cs_ is more of a pub muck-around gametype; which is great because you can really have some fun with it: try making ct's be the defenders, try spreading out the hostages, add in crazy biased areas, make the maps huge and sprawling etc. I think cs_ completely has it's place and it's a great gametype for level designers to really play around with the limits of the game. just don't force yourself to be constrained by the whole "oh this will be unfair if so-and-so happens". fuck it, have fun! Evert and ⌐■_■ 2 Quote
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