Nicely done can't wait to see how it turns out

On Fri, Feb 8, 2013 at 7:22 PM, Jake Breen <[email protected]> wrote:

> You'd be quite right
> http://steamcommunity.com/sharedfiles/filedetails/?id=125882045
>
> Once I'm done, I'll release it with some test map on the workshop. Then
> other map makers can *Hopefully* subscribe to the small base script and
> make their own maps using it.
>
> Jake Breen
>
>
> On Fri, Feb 8, 2013 at 7:43 PM, Al Jackson <[email protected]> wrote:
>
>> It sounds like your making a capture the flag gamemode.
>>
>> On Fri, Feb 8, 2013 at 6:36 PM, Jake Breen <[email protected]> wrote:
>>
>>> Howdy folks,
>>>
>>> I figured it out.
>>>
>>> I have a trigger_multiple and when "OnStartTouch target !activator via
>>> AddOutput with a parameter override of targetname flagman. And then I just
>>> use this bit of code down here:
>>>   player_ent <- Entities.FindByName(null, "flagman");
>>> and
>>> FlagCarrier <- player_ent.GetName();
>>>
>>> and I can keep track of that specific player!
>>>
>>> Hope this helps anyone else (or someone can slap me and tell me this is
>>> the worse way possible to do this.)
>>>
>>> Jake Breen
>>>
>>>
>>>
>>> On Fri, Feb 8, 2013 at 6:17 PM, Jake Breen <[email protected]> wrote:
>>>
>>>> Howdy folks,
>>>>
>>>> I've been trying to get a specific player name (so I can parent a flag
>>>> to their body.)
>>>>
>>>> I can get it working if I'd use
>>>> ent_fire flag_ct_base setparent !player
>>>>
>>>> But sadly I can't seem to reproduce it in the code
>>>> This is what I've been toying with (as well as any other possible bit
>>>> of code, but it's what i have atm):
>>>>
>>>> FlagCarrier <- Entities.FindByClassnameNearest("player",origin,100);
>>>>
>>>> The origin is the origin of the flag model (flag_ct_base)
>>>>
>>>> Any ideas?
>>>>
>>>> Thanks,
>>>>
>>>> Jake Breen
>>>>
>>>
>>>
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>>>
>>
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