Assuming you're not using any special player criteria beyond "not the
medic's team", a Goal Activation bitfield ("g_a") setting of 5 (touch [1] +
criteria fails [4]) should achieve the desired effect without any additional
coding. This is, coincidentally, listed in both the FGD and in the TFMapped
entity reference (http://tf.valve-erc.com/kbase.php?id=1)

----- Original Message -----
From: "Russell Vaughan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, March 13, 2004 3:42 AM
Subject: RE: [hlcoders] Logical NOTs for info_tfgoal?


> Have you thought about using the "Hunted" style.
>
> For example in the "Hunted".  The VIP is given an invisible item.
> If the item is dropped (VIP is dead) then assassins score.
> If the item is captured (VIP escapes) then VIP and Bodyguards score.
>
> Do the same thing.
>
> Give each team the same item, except the medic team.
> In the antidote properties, make sure that the "has item" has the value of
> what the players are holding.
> That way, the medic team can't pick up the item.
>
> Now, if you only want a specific player to pick up the antidote,
> then that would require some programming, as it would have to be a new
type
> of weapon.
>
> <--- my 2 cents.  Hope that helps
>
>
> At 00:52 03/13/04, you wrote:
> >On 03/13/04 2:47 AM, Deadman Standing said:
> >
> > > Sorry Buzz, never coded for TFC. I would think you would just trap
> > > the event that signals someone picked it up, make the decision if
> > > that team member should have it and make them drop it if they should
> > > not have it. Much beyond that I can only chirp.
> >
> >Yep -- exactly what I plan to do if the i_t_g ent doesn't provide some
> >clever way of NOT'ing the team number.  Thanks.
> >
> >
> >
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>
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