Post: Using Targetnames [Sab/Sd]
08-06-2013, 03:48 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); hello everyone, I've had these for awhile now and have deicded to release it, it's not an "amazing!" find but it can come to some sort of use in the future, so enjoy!

    Sabotage

SabTarg()
{
if(getDvar("g_gametype") == "sab")
trigger = getEnt( "sab_bomb_defuse_allies", "targetname" );
trigger waittill ("trigger");
//wait 4;
self iprintlnBold("^1Uk_ViiPeRs A Faggot"); //Replace this, Add anything beyond this point
}

Serch And Destory

SndTarg()
{
if(getDvar("g_gametype") == "sd")
trigger = getEnt( "sd_bomb_defuse_allies", "targetname" );
trigger waittill ("trigger");
//wait 4;
self iprintlnBold("^1Uk_ViiPeRs A Faggot"); //replace this, Add anything beyond this point
}


Currently looking into moving a explosive barrel clip textures for a solid box (instead of setContents), will release when testings done stare
Last edited by Uk_ViiPeR ; 08-06-2013 at 03:52 PM.

The following 4 users say thank you to Uk_ViiPeR for this useful post:

codybenti, FutureOps, Harry, worrorfight
08-06-2013, 04:08 PM #2
FutureOps
Little One
Ehhhh I see little to no use with this for me :/ but good to see how active the cod4 section has been! Happy
08-07-2013, 01:31 AM #3
Jacob-And-Britt
I’m too L33T
Originally posted by ViiPeR View Post
hello everyone, I've had these for awhile now and have deicded to release it, it's not an "amazing!" find but it can come to some sort of use in the future, so enjoy!

    Sabotage

SabTarg()
{
if(getDvar("g_gametype") == "sab")
trigger = getEnt( "sab_bomb_defuse_allies", "targetname" );
trigger waittill ("trigger");
//wait 4;
self iprintlnBold("^1Uk_ViiPeRs A Faggot"); //Replace this, Add anything beyond this point
}

Serch And Destory

SndTarg()
{
if(getDvar("g_gametype") == "sd")
trigger = getEnt( "sd_bomb_defuse_allies", "targetname" );
trigger waittill ("trigger");
//wait 4;
self iprintlnBold("^1Uk_ViiPeRs A Faggot"); //replace this, Add anything beyond this point
}


Currently looking into moving a explosive barrel clip textures for a solid box (instead of setContents), will release when testings done stare
This this script will make completely solid boxes if your on sd or sab?
08-07-2013, 03:56 PM #4
Originally posted by Britt View Post
This this script will make completely solid boxes if your on sd or sab?


not these, these are just current triggers placed on the map, these can be used to call functions etc.. when you pick up the bomb, for solid object's/textures you need to find a script_brushmodel with a targetname, ive found one but i cannot seem to get it to re-locate properly :s

The following 2 users say thank you to Uk_ViiPeR for this useful post:

FutureOps, Jacob-And-Britt
08-07-2013, 08:51 PM #5
FutureOps
Little One
Originally posted by ViiPeR View Post
not these, these are just current triggers placed on the map, these can be used to call functions etc.. when you pick up the bomb, for solid object's/textures you need to find a script_brushmodel with a targetname, ive found one but i cannot seem to get it to re-locate properly :s


so these are just default triggers for sabotage & snd?
08-07-2013, 09:20 PM #6
Originally posted by FutureOps View Post
so these are just default triggers for sabotage & snd?


yes they are, pretty useless for the time being though, unless you call your scripts from them :p
08-07-2013, 09:47 PM #7
FutureOps
Little One
Originally posted by ViiPeR View Post
yes they are, pretty useless for the time being though, unless you call your scripts from them :p


Hmmmm well someone will do something with them. I might try something but idk lol :P Thanks though!
08-07-2013, 09:53 PM #8
Originally posted by ViiPeR View Post
not these, these are just current triggers placed on the map, these can be used to call functions etc.. when you pick up the bomb, for solid object's/textures you need to find a script_brushmodel with a targetname, ive found one but i cannot seem to get it to re-locate properly :s

I made boxes solid with this, but then, I'm really lazy Happy

    Solidbox(Entity)
{
self endon("done");
self endon("doneforge");
self endon("death");
for(;Winky Winky
{
self waittill("Sq");
wait 0.3;
angle = self.angle;
blockb = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
blockb.origin = Entity.origin+(0,0,20);
blockb.angles = angle;
blockb setContents( 1 );
wait 0.1;
self.pickedup=false;
self notify("done");
}
}

The following 2 users say thank you to x_DaftVader_x for this useful post:

FutureOps, Uk_ViiPeR

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