Easiest option would be to adjust your level designs a bit and create some
new rooms in the building that the player can't access until after the
event is triggered.  Whether that is a small closet or bathroom or even a
larger room/hallway.

Just have the doors to these areas be locked by default, then unlock them
when the finale starts, or even force them open.

Might require you to rearrange your maps a bit, but it should work.


On Sat, Jun 1, 2013 at 2:55 PM, Rectus <[email protected]> wrote:

> Mark Edwards skrev 2013-06-01 18:56:
>
>  So I released a L4D2 campaign a while ago, which had a scavenge finale.
>> You go through a building to the roof, start the finale, then go back
>> through the building to get the gascans. Some people though realised you
>> could pick them up on the way, then just pour them in and finish the map a
>> lot more easily. Obviously you could just not cheat but I still want to fix
>> this. I've tried a couple of things to stop the gascans being usable before
>> the finale starts, including spawning them through a template (in which
>> case they just don't spawn at all) and sealing them in nodraw func_brush
>> boxes, but they just phys-push themselves out the boxes. Anyone have any
>> ideas for how else to do this? The only other option is to have the finale
>> start when you enter the building or move the generator outside, both of
>> which don't really suit the set up I have now.
>>
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>>
>
> You could also spawn them in a protected area, and use a vscript to move
> them to their locations when the finale starts.
>
>
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-- 
Benjamin E. Nadler


Web: www.ben-nadler.com/
Mail: [email protected]
Cell: +1 707 480 1257
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