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-=DVF=- Gaming Community • View topic - Triggers...
-=DVF=- Gaming Community
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 Post subject: Triggers...
PostPosted: Mon Jan 12, 2004 1:00 pm 
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Having a few problems with triggers - I'll try to describe using a simple example...

Player walks through a trigger block and a platform moves (done using a func_train and path_corner entities).

Using a trigger_once entity, works fine during first round, but doesn't appear to ever get triggered again.
Using a trigger_multiple entity, always works first round, sometimes works in subsequent rounds; but sometimes doesn't seem to trigger at all until I run around for a bit and then it eventually gets detected.


I've got similar problems with some other triggered entities e.g.
round 1 - func_train moves from point1 to point2 , pauses then moves to point3
subsequently - func_train moves straight from point1 to point3, without pausing at point2.

There are some other examples, but these are more complex and involve multi_managers, but all seem to share a similar problem with triggers not getting fired off after the first round.

Am I missing something important that I need to do in order to reset things at the start of each round ?

BTW, using Hammer to build and compile, then testing using a Steam local game.
Any suggestions ?
:shrug:

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 Post subject:
PostPosted: Mon Jan 12, 2004 1:56 pm 
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 Post subject:
PostPosted: Mon Jan 12, 2004 2:26 pm 
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 Post subject:
PostPosted: Mon Jan 12, 2004 2:41 pm 
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i think the valve-erc sites best for entity info, certainly got me going...

on j_streetsofrage i made a small burning fire, and it used to have some flickering street lamps but they were slightly out of time so i abanonded em

an now im making a football knife map :D


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PostPosted: Mon Jan 12, 2004 4:58 pm 
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i read in a tutorial that you make a func_door entitie outside the map and it re sets the whole map inc. func_triggers :nuts:

/goes to look!


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PostPosted: Mon Jan 12, 2004 5:01 pm 
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PostPosted: Mon Jan 12, 2004 5:16 pm 
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Nice one, useful trick that :)
Cheers
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PostPosted: Mon Jan 12, 2004 5:31 pm 
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Yep, the standard way of resetting entities at the start of the round is with doors - as that tutorial expains :)

Unless you can get away with simpler mechanics (which you often can), for this sort of thing you might be best off using a door to reset a global state (use env_globals), via a trigger_relay (a trigger relay, as you may well know, lets you set something to be on or off, not necessarily just toggle it - very useful for resetting things that are not always triggered during a round). You'd then use multisource entities between the train and the env_globals (a multisource does what it's told IF a global state is activated). It's all about telling the game something (e.g. that the train is at such-and-such-a-place, then letting it do something else depending on whether this global state is "on" or "off").

Basically you get very confused adding loads of entities just for the train to work right - they can be a real pain :)
Chances are you wont actually need to and can get away with using a door to reset the trigger/train, or a changetarget so that the train goes back to pointing to the first path_corner.


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