KIlling players from entity output

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Patches34
26 Posts
Posted Sep 02, 2012
I am working on a new coop map and I want to kill both players when a relay is triggered. I am using "player" as the target and "Kill" as the input, but nothing happens. When I enable the dev log both bots get the Kill input i get the following.
```
(9.93) input blue: prop_button.Use()
(10.00) output: (prop_button,) -> (player,Kill)()
(10.00) input : blue.Kill()
(10.00) input : red.Kill()

```I am using a button because it takes awhile to trigger the relay.

Placing a trigger_hurt around the map is not an option for my map.

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FelixGriffin
2,680 Posts
Posted Sep 02, 2012
Replied 29 minutes later
ent_fire @servercommand Command kill
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Skotty
671 Posts
Posted Sep 02, 2012
Replied 28 minutes later
NEVER use the input "kill" on players. It removes them, not just kills them. The console command "kilL" does just kill them.

What about a normal trigger_hurt you do activate for 1 second everywhere on the map?

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narsqrd
35 Posts
Posted Sep 03, 2012
Replied 1 hour later
You could parent a trigger_hurt to the player from the map's start, then activate as necessary
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Patches34
26 Posts
Posted Sep 03, 2012
Replied 7 hours later

FelixGriffin wrote:
ent_fire @servercommand Command kill

I tried calling this console command but I got an unhandled input. Could you please expand what you mean.

I'm still trying to stay away from a trigger_hurt. I got to wait to test with another player but I'm trying to see of using a point_clientcommand will work. It works for killing the bot I'm controlling at the time, but no idea if it will fire on both player's console.

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FelixGriffin
2,680 Posts
Posted Sep 03, 2012
Replied 19 minutes later
You need a point_servercommand to affect everyone on the server. Send it the input "Command" with the parameter "kill".
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Patches34
26 Posts
Posted Sep 04, 2012
Replied 23 hours later
So call the Command Kill worked when I ran the game spiltscreen for one bot. However when I ran the game from the workshop it did nothing, and I forgot to show the dev logs(I'll add them later).

I think I'm just gonna have to use a large trigger_hurt to do this.

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FelixGriffin
2,680 Posts
Posted Sep 04, 2012
Replied 9 hours later
You're sure you placed a servercommand in the level?

Maybe kill is considered a cheat. show_time_hud 0; sv_cheats 1; kill; sv_cheats 0 should do it.

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Skotty
671 Posts
Posted Sep 04, 2012
Replied 11 minutes later
Kill is a cheat since DLC 1 or 2, before it wasn't.
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FelixGriffin
2,680 Posts
Posted Sep 04, 2012
Replied 2 minutes later
That's weird. I wonder what it could possibly help you accomplish? :S
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Patches34
26 Posts
Posted Sep 04, 2012
Replied 2 hours later
Thanks for all the help guys. I just put in the trigger_hurt and it works great.

If anyone does figure out how to do this without the trigger please let me know.

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ChickenMobile
2,460 Posts
Posted Sep 04, 2012
Replied 11 minutes later

FelixGriffin wrote:
That's weird. I wonder what it could possibly help you accomplish? :S

In coop I used this many times to get out of certain situations / glitch it.

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HMW
806 Posts
Posted Sep 06, 2012
Replied 1 day later

Patches34 wrote:
Thanks for all the help guys. I just put in the trigger_hurt and it works great.

If anyone does figure out how to do this without the trigger please let me know.

GLaDOS wrote:
You know, deleting Caroline just now taught me a valuable lesson.
The best solution to a problem is usually the easiest one.

:wink:

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Patches34
26 Posts
Posted Sep 06, 2012
Replied 23 minutes later
lol, touche