vector_overload Posted July 22, 2020 Report Posted July 22, 2020 Hello, I have and idea on a hostage map that I had not seen done before. I had an idea about making the hostage rescue have a timer where the CTs would have to stay in the rescue zone for matter of a few seconds to rescue the hostage. Thematically this would be waiting for an elevator, blastdoor, helicopter pick up, etc. I wanted to experiment with how this might effect the asymmetric nature of hostage rescue. The mechanical way to execute this, I believe, is to make a trigger that will only work if a CTs enters and it with a hostage. The test I am trying is a door that opens to the rescue zone. My issue is that I haven't really mapped since the late 2000s and I am running to the limit of my knowledge on how to do this. I have looked at all kinds of resources and I cant find a way to filter for CT carrying the hostage. Any help is much appreciated. Some details on the maps theme and layout: Granite quarry of sorts. Hostage A is in or on the roof of a small building. Hostage B is in bottom of a dilapidated warehouse. CT spawns entrance of the quarry. T spawns at the back of the quarry. Rescue zone in the middle, but I would like to experiment with a second rescue in the terrorist spawn. But that might be too chaotic. sn0wsh00, blackdog and Freaky_Banana 3 Quote
sn0wsh00 Posted July 22, 2020 Report Posted July 22, 2020 (edited) 4 hours ago, vector_overload said: Hello, I have and idea on a hostage map that I had not seen done before. I had an idea about making the hostage rescue have a timer where the CTs would have to stay in the rescue zone for matter of a few seconds to rescue the hostage. Thematically this would be waiting for an elevator, blastdoor, helicopter pick up, etc. I wanted to experiment with how this might effect the asymmetric nature of hostage rescue. I actually did something similar for a minigame/obstacle course map I just released. On that map, doors will open to a rescue zone 43 seconds after CTs reach the hostage. To do this, I: Created a trigger_multiple brush entity, a func_door brush entity and a filter_activator_team point entity, and named the three entities hostage_reach, hostage_res_door and ct_filter respectively For ct_filter (the filter_activator_team entity), I set the "Filter Team Number" to Counter-Terrorist For hostage_reach (the trigger_multiple entity), I set "Delay Before Reset" to -1, Filter Name to ct_filter and made sure only the "Clients" and "Correctly account for..." flags were checked Under the output tab of hostage_reach, I created an output. "My output named" was set to OnTrigger. "Targets entities name" was set to hostage_res_door (the func_door entity). "Via this input" was set to Open, while the delay was, in my case, set to 43 seconds Under the flags tab of hostage_res_door, I made sure none of the flags were checked Edited July 22, 2020 by sn0wsh00 quotation marks, link Freaky_Banana and vector_overload 2 Quote
vector_overload Posted July 23, 2020 Author Report Posted July 23, 2020 5 hours ago, sn0wsh00 said: I actually did something similar for a minigame/obstacle course map I just released. On that map, doors will open to a rescue zone 43 seconds after CTs reach the hostage. To do this, I: Created a trigger_multiple brush entity, a func_door brush entity and a filter_activator_team point entity, and named the three entities hostage_reach, hostage_res_door and ct_filter respectively For ct_filter (the filter_activator_team entity), I set the "Filter Team Number" to Counter-Terrorist For hostage_reach (the trigger_multiple entity), I set "Delay Before Reset" to -1, Filter Name to ct_filter and made sure only the "Clients" and "Correctly account for..." flags were checked Under the output tab of hostage_reach, I created an output. "My output named" was set to OnTrigger. "Targets entities name" was set to hostage_res_door (the func_door entity). "Via this input" was set to Open, while the delay was, in my case, set to 43 seconds Under the flags tab of hostage_res_door, I made sure none of the flags were checked Thank you, I will have to try this! I will have to check out your map to see your results. Quote
vector_overload Posted September 10, 2020 Author Report Posted September 10, 2020 Ok, after some ironing and what not, I'm back. I created a brush around the rescue zone to filter for CT. When it filters for CT it starts several timers. Most timers are cosmetic. Is a door. This door is a clipping brush and is one unit above the rescue zone and exposes it after the timer is up. But none of this activated until after a hostage is picked up. Ideally the it should work where T can have a chance to mount a defense on the hostage pick-ups. Then have chance to intercept the hostage carrier. Then lastly have one final chance to stop the rescue while the CT are defending the carrier. I have yet to play test this. (trouble getting the goons all together on one day at one time lol) Map is up here https://steamcommunity.com/sharedfiles/filedetails/?id=2180099227 Again this is more of an experiment in the hostage game mode than anything. On 7/22/2020 at 3:56 PM, sn0wsh00 said: I actually did something similar for a minigame/obstacle course map I just released. On that map, doors will open to a rescue zone 43 seconds after CTs reach the hostage. To do this, I: Created a trigger_multiple brush entity, a func_door brush entity and a filter_activator_team point entity, and named the three entities hostage_reach, hostage_res_door and ct_filter respectively For ct_filter (the filter_activator_team entity), I set the "Filter Team Number" to Counter-Terrorist For hostage_reach (the trigger_multiple entity), I set "Delay Before Reset" to -1, Filter Name to ct_filter and made sure only the "Clients" and "Correctly account for..." flags were checked Under the output tab of hostage_reach, I created an output. "My output named" was set to OnTrigger. "Targets entities name" was set to hostage_res_door (the func_door entity). "Via this input" was set to Open, while the delay was, in my case, set to 43 seconds Under the flags tab of hostage_res_door, I made sure none of the flags were checked THanks again for the feedback. I did see your comment on the workshop. I have been waiting to play test before settling to much on the radar, also I'm lazy Quote
ThunderKeil Posted September 10, 2020 Report Posted September 10, 2020 Looks neat, always fun to see slight variations on existing gamemodes. I tried making a map where the CTs started in possession of the c4 a few years ago, didn't really go anywhere but I'd like to think the concept could still work . . As for the door, I suppose this works fine, but if you wanted to pursue your original concept more closely; I forget *exactly* how just now, but I recall it should be possible to ''tag'' players, as in - attach an object name to them when e.g. they walk through a trigger volume, or - in this case - pick up the hostage. You'd then be able to use that name with a filter to open the door for them Quote
vector_overload Posted September 10, 2020 Author Report Posted September 10, 2020 4 hours ago, ThunderKeil said: Looks neat, always fun to see slight variations on existing gamemodes. I tried making a map where the CTs started in possession of the c4 a few years ago, didn't really go anywhere but I'd like to think the concept could still work . . As for the door, I suppose this works fine, but if you wanted to pursue your original concept more closely; I forget *exactly* how just now, but I recall it should be possible to ''tag'' players, as in - attach an object name to them when e.g. they walk through a trigger volume, or - in this case - pick up the hostage. You'd then be able to use that name with a filter to open the door for them Yeah, the whole door thing is just a clunky way of getting the idea off the ground. I agree, not elegant at all. I know there must be a way to tag players in a way to be able to filter them. I would like to experiment with having the hostage carrier remain in the rescue zone for set time. Quote
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