CSGO: Filter molotovs?

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CSGO: Filter molotovs?

Postby Archanor on Wed Jul 24, 2013 8:02 pm

I'm trying to make a trigger_multiple that kills all weapon_molotovs that are dropped by players. As of now I'm using a trigger_multiple and a filter_activator_class, but the molotovs remain unaffected.

The trigger_multiple is set to be triggered by "Everything", with the filter applied. And on Outputs, I added a "OnTouching -> !activator -> Kill".

The filter_activator_class' classname is set to weapon_molotov.

I would really appreciate if someone could experiment with this to see if it actually works. (Seeing as it's just a couple of entities.)

Any help is appreciated.
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Re: CSGO: Filter molotovs?

Postby Gary on Wed Jul 24, 2013 9:15 pm

You need to find the entity name of thrown Molotov's. Weapon_Molotov is the name for only the entity in the players hand or laying inactive/as a pickup item on the ground. I'd get it but don't own csgo. You can try using a debug command(like ent_fire !picker) to get it's entity name whiles it's mid air thrown. Maybe start a server and make the host time or physics scale slow enough for you to aim at it whiles it's mid air.
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Re: CSGO: Filter molotovs?

Postby Archanor on Wed Jul 24, 2013 9:47 pm

Gary wrote:You need to find the entity name of thrown Molotov's. Weapon_Molotov is the name for only the entity in the players hand or laying inactive/as a pickup item on the ground. I'd get it but don't own csgo. You can try using a debug command(like ent_fire !picker) to get it's entity name whiles it's mid air thrown. Maybe start a server and make the host time or physics scale slow enough for you to aim at it whiles it's mid air.


Sorry if it wasn't clear, but I am trying to get rid of the "inactive" molotovs, and not the ones that are being thrown. I am doing this because I have a set of func_breakables that break on physics contact whenever a player dies and drops his molotov. And I should also say that this map won't have many other physics objects except for the weapon_molotov's
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Re: CSGO: Filter molotovs?

Postby dark0r on Thu Jul 25, 2013 7:53 pm

Dropped molotovs will have the classname of weapon_molotov.
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Re: CSGO: Filter molotovs?

Postby Archanor on Sat Jul 27, 2013 4:10 pm

dark0r wrote:Dropped molotovs will have the classname of weapon_molotov.


I've been trying several ways to get rid of weapon_molotovs, but it doesn't seem to worth with even weapon_glock or weapon_m249 either. However, I made it possible to remove thrown molotovs, but that's not what I want.

I'm either doing something horribly wrong, or it seems impossible to remove any weapon pickups.

Could anyone please experiment with this to see if it's actually broken?
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Re: CSGO: Filter molotovs?

Postby Text_Fish on Sat Jul 27, 2013 6:27 pm

Oooh! I'm sorry I can't help you with your problem, but could you let me know how you got rid of thrown mollies? One of my maps has some large bodies of water and it just seems stupid that people can light it up.
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Re: CSGO: Filter molotovs?

Postby Archanor on Sat Jul 27, 2013 9:39 pm

Text_Fish wrote:Oooh! I'm sorry I can't help you with your problem, but could you let me know how you got rid of thrown mollies? One of my maps has some large bodies of water and it just seems stupid that people can light it up.


I think Gary's first post could help you with that, I'm not so sure my way of removing the molotovs are safe in case of other entities bumping into the trigger.
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Re: CSGO: Filter molotovs?

Postby Gary on Sun Jul 28, 2013 12:11 am

Can you delete them with: ent_fire weapon_Molotov kill

You might be able to use a point_servercommand if that works.


Are you also testing to see if removing them is the problem or detecting them? (Like having a sound play on trigger to see if it's even properly filtering)
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