This would do it - all I've done is changed MaxObjects to 0.  You can also
try to change the cost for a sentry to 300, which is more than an Engineer
can have.  (I've done both here, but only one is necessary.  I've pasted the
entire objects.txt below.  I would suggest renaming yours so you can easily
restore it in the future.
------------------------------

objects
{
// Engineer Objects

OBJ_SENTRYGUN
{
ClassName obj_sentrygun
StatusName "#TF_Object_Sentry"
BuildTime 10
MaxObjects 0
Cost 300
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName "Sentry Gun"
BuilderPlacementString "Place on ground"
SelectionSlot 3
SelectionPosition 0
SapperAttachTime 0.0
IconActive obj_sentrygun
IconInactive obj_sentrygun
Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl"
Playermodel "models/weapons/w_models/w_toolbox.mdl"
DisplayPriority 4
HudStatusIcon "obj_status_sentrygun_1"
VisibleInWeaponSelection 0
ExplodeSound "Building_Sentry.Explode"
ExplodeEffect "ExplosionCore_buildings"
MetalToDropInGibs 60
UpgradeSound "Building_Sentrygun.Built"
}
 OBJ_DISPENSER
{
ClassName obj_dispenser
StatusName "#TF_Object_Dispenser"
BuildTime 20
MaxObjects 1
Cost 100
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName "Dispenser"
BuilderPlacementString "Place on ground"
SelectionSlot 3
SelectionPosition 1
SapperAttachTime 0.0
IconActive obj_dispenser
IconInactive obj_dispenser
Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl"
Playermodel "models/weapons/w_models/w_toolbox.mdl"
DisplayPriority 3
HudStatusIcon "obj_status_dispenser"
VisibleInWeaponSelection 0
ExplodeSound "Building_Dispenser.Explode"
ExplodeEffect "ExplosionCore_buildings"
MetalToDropInGibs 50
UpgradeSound "Building_Sentrygun.Built"
}
 OBJ_TELEPORTER_ENTRANCE
{
ClassName obj_teleporter_entrance
StatusName "#TF_Object_Tele_Entrance"
BuildTime 20
MaxObjects 1
Cost 125
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName "Teleporter Entrance"
BuilderPlacementString "Place on ground"
SelectionSlot 3
SelectionPosition 2
SapperAttachTime 0.0
IconActive obj_teleporter_entrance
IconInactive obj_teleporter_entrance
SolidToPlayerMovement 1
Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl"
Playermodel "models/weapons/w_models/w_toolbox.mdl"
DisplayPriority 2
HudStatusIcon "obj_status_tele_entrance"
VisibleInWeaponSelection 0
ExplodeSound "Building_Teleporter.Explode"
ExplodeEffect "ExplosionCore_buildings"
MetalToDropInGibs 60
UpgradeSound "Building_Sentrygun.Built"
}
 OBJ_TELEPORTER_EXIT
{
ClassName obj_teleporter_exit
StatusName "#TF_Object_Tele_Exit"
BuildTime 20
MaxObjects 1
Cost 125
CostMultiplier 1
UpgradeCost 200
UpgradeDuration 1.5
MaxUpgradeLevel 0
BuilderWeaponName "Teleporter Exit"
BuilderPlacementString "Place on ground"
SelectionSlot 3
SelectionPosition 3
SapperAttachTime 0.0
IconActive obj_teleporter_exit
IconInactive obj_teleporter_exit
SolidToPlayerMovement 1
Viewmodel "models/weapons/v_models/v_toolbox_engineer.mdl"
Playermodel "models/weapons/w_models/w_toolbox.mdl"
DisplayPriority 1
HudStatusIcon "obj_status_tele_exit"
VisibleInWeaponSelection 0
ExplodeSound "Building_Teleporter.Explode"
ExplodeEffect "ExplosionCore_buildings"
MetalToDropInGibs 60
UpgradeSound "Building_Sentrygun.Built"
}
 OBJ_ATTACHMENT_SAPPER
{
ClassName obj_attachment_sapper
StatusName "Object Sapper"
BuildTime 0.1
MaxObjects -1
Cost 0
CostMultiplier 1
UpgradeCost 0
UpgradeDuration 0
MaxUpgradeLevel 0
BuilderWeaponName "Object Sapper"
BuilderPlacementString "Place on object"
SelectionSlot 1
SelectionPosition 0
SapperAttachTime 0.0
IconActive obj_attachment_sapper
IconInactive obj_attachment_sapper
Viewmodel "models/weapons/v_models/v_sapper_spy.mdl"
Playermodel "models/weapons/w_models/w_sapper.mdl"
DisplayPriority 1
HudStatusIcon "obj_status_sapper"
VisibleInWeaponSelection 1
autoswitchto 1
ExplodeSound "Weapon_Sapper.Removed"
ExplodeEffect "ExplosionCore_sapperdestroyed"
MetalToDropInGibs 10
UpgradeSound "Building_Sentrygun.Built"
}
}

On Tue, Apr 14, 2009 at 5:40 PM, CLAN RCR <[email protected]> wrote:

> Hmm, Is there any way I could get an example of what I would write in
> objects.txt to allow all but Sentries?
>
> Thanks for the help guys, I appreciate it.
>
> -Matt
>
> On Tue, Apr 14, 2009 at 3:45 PM, Matthew Gottlieb <
> [email protected]> wrote:
>
> > You can ban the weapon via a SM plugin.
> >
> > On Tue, Apr 14, 2009 at 3:17 PM, Robert Whelan <[email protected]>
> > wrote:
> > > I used beetlesmod in the past and it enabled you to restrict sentry
> > building during sudden death or remove sentry's altogether. Also, it had
> a
> > setting for melee only and would do this automatically.
> > >
> > > Have at it...
> > >
> > >
> > >
> > >
> > > ________________________________
> > > From: CLAN RCR <[email protected]>
> > > To: [email protected]
> > > Sent: Tuesday, April 14, 2009 2:54:11 PM
> > > Subject: [hlds] TF2 Build Blocking Addon/plugin
> > >
> > > Has anyone come across an addon/plugin that blocks specifically the
> build
> > > commands from engineers? I'd like to set it so engineers can only build
> > > teleporters and dispensers. Any ideas?
> > >
> > > Thanks guys. :-)
> > >
> > > -Matt
> > > _______________________________________________
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> > please visit:
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> > >
> > >
> > >
> > >
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> > >
> >
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