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Anbody know much about the logic_player_proxy entity?

Posted: Sat Oct 04, 2008 1:47 pm
by fug4life
Basiaclly does it fire outputs for the individual player (!activator) Especially PlayerDied?

I want it to PickRandomShuffle on a logic_case. (which it does).
Then The Cases are basically Disable info_player_deathmatch all the ones at spawn (named the same). And on the same Case Enable a single named info_player_deathmatch.


So basically PlayerDied logic_case it'll on every case disable spawn and enable one of 16 other spawns.

Fine no problem.

Basically I'm creating a Jailbreak, I've got no problem disabling re-enabling spawns etc. But I wanted to make sure that new players that joined still could spawn from the originals spawn area, and not in jail.


I've tried toying with AddOutput, but I'm not sure about getting it to work on stuff like !activator EnableForActivatorOnly and !activator DisableForActivatorOnly, especially when it all tied into a logic case that is being told by the logic_player_proxy to PickRandomShuffle. And info_player_deathmatch really only reconises Enable/Disable.

Any tips anyone?