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[TF2] What property determines what buildings a func_nobuild blocks?


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StrikerMan780
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Join Date: Jul 2009
Location: Canada
Old 08-06-2014 , 22:18   [TF2] What property determines what buildings a func_nobuild blocks?
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I'm trying to write a plugin for casual/fun maps that allows Engies to build teleporters in func_nobuild zones, but not anything else.

I see that the func_nobuild brush entity has a KeyValue that allows you to determine what it allows you to build, but I can't for the life of me find the SendProp or Data that information is stored, so I can change it.

Does anyone know?

Last edited by StrikerMan780; 08-06-2014 at 22:19.
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arthurdead
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Join Date: Jul 2013
Old 08-06-2014 , 22:42   Re: [TF2] What property determines what buildings a func_nobuild blocks?
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- m_bAllowSentry (Save|Key)(1 Bytes) - AllowSentry
- m_bAllowDispenser (Save|Key)(1 Bytes) - AllowDispenser
- m_bAllowTeleporters (Save|Key)(1 Bytes) - AllowTeleporters

prop_data

also you can DispacthKeyValue any time
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friagram
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Old 08-07-2014 , 00:50   Re: [TF2] What property determines what buildings a func_nobuild blocks?
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https://developer.valvesoftware.com/wiki/Func_nobuild

Check the fgd for the keyvalues
Usually dispatching keys or changing netprops on brush entities will not take effect until they are deactivated and then activated.
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StrikerMan780
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Old 08-07-2014 , 18:39   Re: [TF2] What property determines what buildings a func_nobuild blocks?
Reply With Quote #4

Quote:
Originally Posted by arthurdead View Post
- m_bAllowSentry (Save|Key)(1 Bytes) - AllowSentry
- m_bAllowDispenser (Save|Key)(1 Bytes) - AllowDispenser
- m_bAllowTeleporters (Save|Key)(1 Bytes) - AllowTeleporters

prop_data

also you can DispacthKeyValue any time
Thanks! I guess my datamaps were out of date.

EDIT: Changing these seem to crash the server.

Quote:
Originally Posted by friagram View Post
https://developer.valvesoftware.com/wiki/Func_nobuild

Check the fgd for the keyvalues
Usually dispatching keys or changing netprops on brush entities will not take effect until they are deactivated and then activated.
How would I go about deactivating and re-activating them?

like this?
PHP Code:
AcceptEntityInput(ent"SetInactive");
DispatchKeyValue(ent"AllowTeleporters""1");
AcceptEntityInput(ent"SetActive"); 

Last edited by StrikerMan780; 08-07-2014 at 19:09.
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