lordbeaver: I think Crapshoot has it, but you should also be aware that engineer behavior sometimes focuses them on building and dynamiting to the point that they avoid a fight.
- - -
FINDING ENT NUMS
stormer: if you can't find the entitiy numbers, first (after binding
/viewent to a key) try moving back and forth, hitting viewent, and looking at the results in the console. Also try flying (spectating or /noclip) up, down and inside a bit.
Now If you are looking for the entity number for the trigger_objective_info you can also use
/configstrings. Now configstring's console output has a lot of text, but near the end of the output are lines that begin
\e\ and have the name of the objects near the end of the line, say like this from et_village;
Code:
...
787: \e\73\o\0\cix\1\cia\1\s\17\n\crypt wall\x\-448\y\4544\z\48
...
Note that the entity number follows \e\ i.e.
73
and compare that to
/viewent;
Code:
Begin scan 1 for entities............
Classname: func_explosive EntNum: 191 Dist: 4418
Found a trigger_obj_info with entity #: 73
Begin scan 2 for entities............
Classname: (null) EntNum: 1023 Dist: 4418
Found a Func_explosive with entity #: 191
Completed entity scan!
And in this case hobbits tool's bsp reader for et_village matches #73 with shortname
crypt wall.
(But be warned that in special cases with extra entities in custom script files Hobbits tool may be wrong, so always verify the bsp reader's output in the map with /viewent etc.)