A lot of entities have an output called OnDamaged, which will detect if that entity has taken any form of damage. A key feature of this output that I have been using is the fact that it works regardless of how much damage was actually taken; it will respond to damage sources that do 0 damage (thus leaving the objects health unaffected), like the gravity gun punt and env_laser with its' damage value set to 0. However, the player object lacks this output.
I happen to be stuck with a damage source that does 0 damage, and I've been working around it with the OnDamaged output, for breaking props, triggering buttons, etc. However, since I have no way of detecting this for players in multiplayer, I'm not sure how to go about it. I've considered parenting a func_physbox to the player, but that seems like an awfully messy way to do it. Does anyone have any better ideas?
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