• How do you disable "game over" Scripts in the Source Engine?
    2 replies, posted
Hello to the wide world of facepunch I am a Garry's Mod NPC firefight addict, and I recently found the wonderful Episode 2 mod, Outpost 16 [url]http://www.moddb.com/mods/outpost16[/url] The opening map looks like it would be a great one for NPC fights, but the player is confined to a ledge overlooking the action and every time you try to noclip around or jump off, you get the "pause and fade to black" that happens in Episode 2 when you get too far from Alyx on the driving bits. Is there any way to turn this action off in the developer console?
It's built in the map, with a trigger most likely — try to kill them via ent_fire (you'll have to look for the trigger name yourself though, but ent_fire allows you to cycle through all of the entity names and usually the level designer names them appopriately)
Try this: [code]ent_dump *[/code] This will list all the entities on the map. I think they list the targetname and classname of entities, but I'm not entirely sure if they do both or which one they would do. I think they do both though. If you see any trigger_multiples that look like they might relate, do: [code]ent_fire entitynamegoeshere kill[/code] If all else fails, try: [code]ent_fire trigger_multiple kill[/code] That will kill every trigger in the map though, and is bound to cause the map to break if there's triggers used in the map.
Sorry, you need to Log In to post a reply to this thread.