Did you ever want to limit the amount of stickies you can det at the start of a jump!???!!!??
Well your prayers have been answered!
In this anti-asian prefab, you can choose the amount of stickies allowed to be det at the same time on a surface
https://drive.google.com/drive/folders/1vc_766vDg6YHJ53Klem9cCsLoSNBUMbI?usp=sharingHow to use:
1. Copy paste the "invisiblegrate" folder to your tf/materials folder
2. Copy paste the "antiasian_reset" trigger_multiple at the start of your map surrounding the player spawn
3. Copy paste the 4 logic entities grouped together once in your map, doesn't matter where. Those 4 entities are:
- Filter_tf_class - "antiasian_demo"
- Filter_multi - "possibleasian_filter"
- Filter_activator_name - "possibleasian_name"
- Filter_activator_name- "asian_detected"
4. Copy paste everything else in that prefab to the jump you want to limit stickies. That includes:
- Func_button
- World brush with invisible texture on top of button
- Trigger_catapult
- Trigger_multiple ("antiasian_trigger")
- filter_activator_name ("asianchecking_filter")
- math_counter ("antiasian_counter")
5. change the max value of the math_counter to whatever max stickies + 1 you want to limit. For example, in the prefab I want to allow 1 sticky max to be det, so the counter is set to 2. When you put 2 or more stickies you will get detected as asian and get owned. If you want to allow double but prevent triple, put 3 in the max value of the counter
6. Make sure the 1u invisible world brush is covering the entire surface of the trigger at all time. You can resize them as much as you want, but the world brush has to be on top of the button at all time
7. Resize the catapult trigger and the "antiasian_trigger" to be as big as your entire jump. You don't want the player to be able to stand right at the edge of the trigger, triple and be out of the trigger when the game detects that he deted more than 2 stickies. It doesn't matter how big they are, so make sure to make them as big as your jump is.
If you want to add more than 1 of those sticky check in your map, repeat steps 4 to 7, and make those changes below when you copy paste them.
1. rename the math_counter to a different name unused in your map
2. rename the filter_activator_name to a different name unused in your map. Don't change the "filter name" property, only the name of the entity itself.
3. In the outputs of the func_button, change this output:
OnDamaged / !activator / Addoutput / OnUser1 asianchecking_filter:TestActivator::0:1
To the name of the filter_activator_name you just renamed at step 2. For example, if you renamed the filter_activator_name to asianchecking_filter_jump2, the new output of the func_button will be:
OnDamaged / !activator / Addoutput / OnUser1 asianchecking_filter_jump2:TestActivator::0:1
4.in the outputs of the filter_activator_name. Change this output:
OnPass / antiasian_counter / Add / 1
to the name of the math_counter you just renamed at step 1. For example, if you renamed the math_counter to antiasian_counter_jump2, the new output of the filter_activator_name will be:
OnPass / antiasian_counter_jump2 / Add / 1
5. rename the trigger_catapult to a different name unused in your map
6. in the outputs of the math_counter, change the 2 outputs targeting the catapult to the name of the catapult you just renamed at step 5.