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Alternative to trigger_hurt for healing players

Zeq · 10 · 3461

Zeq

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It seems the change preventing engineers building in trigger_hurt volumes was reverted in the last patch (http://www.teamfortress.com/post.php?id=15854) so I have updated this post to reflect this.

Original post:
Spoiler (click to show/hide)

  • Place a logic_timer anywhere in your map
  • Set the "Refire Interval" to something like 0.5
  • Add the output: OnTimer | player | SetHealth | 1000

This will make all players in the map regain their health (no overheal) every 0.5 seconds! It also makes the health-regen global, but it could be enabled or disabled on specific players by changing their targetname if need be.

Keywords: TF2, Engineer, trigger_hurt, Building, jump
« Last Edit: February 19, 2015, 02:55:04 PM by Zeq »



Zeq

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prefab pls 2lazy

Added a prefab in the OP.
Edit: removed the prefab since the fix is now so simple.
« Last Edit: December 07, 2014, 05:03:51 AM by Zeq »


Dr. Heinz

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Oatmeal

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prefab pls 2lazy

Added a prefab in the OP.
Edit: removed the prefab since the fix is now so simple.
And what is the fix????


Before it was some trigger stuff, now do you just have to place that one logic_timer as described in the OP and it works fine.

« Last Edit: January 07, 2015, 02:19:26 PM by Oatmeal »


Trude

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Zeq

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Doesn't that nullify region specific regen?

Indeed it does. It can be solved by changing the targetname in the timer though. Instead of targeting player, you can just make it target a name like "healme". Then you can create a trigger_multiple with the outputs
  • OnStartTouch | !activator | AddOutput | targetname healme
  • OnEndTouch | !activator | AddOutput | targetname player
Whenever a player enters the trigger, they will be named "healme", and the output on the timer will heal them. When the player leaves the trigger, they will once again be named "player" and the timer will no longer target them.


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AI

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Today's TF2 update has resolved this issue:

Quote
Updated trigger_hurt entities to allow Engineers building in them when they are set for zero or negative damage


Oatmeal

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Today's TF2 update has resolved this issue:

Quote
Updated trigger_hurt entities to allow Engineers building in them when they are set for zero or negative damage

Just as planned. I knew it was a good idea to not update my old maps.