I tried doing this and I have failed. I used a filter for survivors and on the object I wanted to break I placed the survivor filter, but it still did not work. So I am interested on this too
On Tue, Sep 6, 2011 at 8:07 PM, Robert Riter <[email protected]> wrote: > Just saying thanks for the help on the ping issue. Somehow a prop_dynamic > of Zoey got placed on the map, way out of bounds; it should have caused a > leak, but oddly didn't, so I didn't notice it's existence. Somehow this > was > responsible for causing all of the ping issues; deleting it fixed > everything. It was a very odd bug to say the least. > > I do have another question, though. I'm attempting to filter damage so > that > only player-operated Survivors can break it- rather than bots. I know > something like this has been done with car alarms in the past, but I'm out > of ideas how to go about identifying player-run characters. Has anyone had > any luck with this? > _______________________________________________ > L4Dmapper mailing list > [email protected] > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > -- Eugenio "Motanum" Roman [email protected] http://twitter.com/#!/MotanumR http://steamcommunity.com/id/Motanum http://www.youtube.com/user/motanium _______________________________________________ L4Dmapper mailing list [email protected] http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
