CTF - One team only entrances?


(huldu) #1

Dont know what topic i would pick for this question so i just took one.

Ive been searching on the net how to make an entrance to an area only useable by 1 team, for example red team. Ive done this long ago back in q3 but dont remember how i did, i believe it was using some sort of trigger? … well i dont really know anymore. But if anyone know how to do this it would be great if you could share :slight_smile:

What im looking for: team 1 has a spawn, there is no door on this spawn but rather a ‘forcefield’ that will only let team 1 enter, if team 2 tries to enter it would be like running into a wall and they cant enter. Hope i explained well enough.

Maybe its using a common/cushion making it to allowteam 1? but then again its set to solid invisible wall right?


(Ifurita) #2

It would be a func_door with allowteams set to axis or allied


(nUllSkillZ) #3

Couldn’t this also be done with a “trigger_multiple”?


(Loffy) #4

Hi!
I used that design in my “goldeneye_facility”.
http://www.acc.umu.se/~loffy/mapping/maps/ge_facility/goldeneye_facility.htm
One team spawns in the toilet room, or “restroom” as it is called in some prudish languages. The other team cannot enter that room. Why is it called a rest room. You don’t rest there, do you?

  1. Make a trigger (trigger_multiple). Set it to “axis only” (or allies_only).
  2. Insert a trigger_push (or what they are called). Hook it up to the trigger zone.
  3. Adjust the angle-value, to force the intruding team to fly off in the right direction, i.e. AWAY from the spawn area :slight_smile: .
  4. Woa! It works!

// Loffy


(Snoogans) #5

You “rest” your arse on the seat. Therefore: restroom.


(Loffy) #6

Haha!


(Erus Nauction) #7

actually Loffy that is where you are incorrect :). A true REST room you can rest in. There are 2 parts to a rest room.

1 part is a place where chairs and couches are to rest
1 part is a place where you can relieve yourself

Restroom
toilet
etc.

there are different names for different sytles :slight_smile: