Resetting Trigger_hurt On Round Start

CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
<div class="IPBDescription">trigger_random & trigger_relay no good</div> I'm having trouble resetting a trigger_hurt (start off) at round start. I tried using a trigger_relay with triggerstate off at round start, but that doesn't work.

I made a little test map and it seems that no matter what state you send, trigger_hurt just acts like a toggle.

Has anyone got any idea to overcome this?

I'm going to go see if I can do something with trigger_changetarget to sort it, not sure what though. :/

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    1.x entity resets are buggy.

    an ancient tread says this:
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Yeah I know that. That's why I'm trying to reset it manually with trigger_random and trigger_relay to no avail.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <u>TOGGLE once, reset on game start:</u>
    because in NS1.x TOGGLES dont reset on game start.

    <b>func_button</b> (this is a button or whatever aims at the TOGGLE to turn it on when its off at game start)
    name: button-on
    aims at: turnit-on

    <b>trigger_random</b> (this trigger_random turns the TOGGLE off at every game reset, but only if its put on)
    aims at: togglestatus
    shortest fire time: 0
    longest fire time: 0
    <b>trigger_relay</b>
    name: togglestatus
    aims at turnit-off

    <b>multi-manager</b> (turns TOGGLE off on game reset, if its turned on)
    name: turnit-off
    0 gamestart (deactivates the aility to turn on the TOGGLE on game reset (out of sync))
    0.001 waitfor-on (activates the trigger_presence to turn on the TOGGLE)
    0.002 toggle (turns TOGGLE off when it should be on)
    <b>trigger_changetarget</b>
    name: gamestart
    target: togglestatus
    set target to: scorpian (fake aim, so that a game reset does not put on the TOGGLE)
    <b>trigger_changetarget</b>
    name: waitfor-on
    target: button-on
    change target to: turnit-on

    <b>multi-manager</b> (turns light on when anything passes the trigger_presence and the TOGGLE is off)
    name: turnit-on
    0 ignore-on (deactivates the aim of the trigger_presence)
    0.001 gamereset (activates the ability to turn off the TOGGLE on game reset)
    0.002 toggle (turns TOGGLE on when it should be off)
    <b>trigger_changetarget</b>
    name: ignore-on
    target: button-on
    change target to: scorpian (fake aim so that pressing the button twice doesnt TOGGLE off)
    <b>trigger_changetarget</b>
    name: gamereset
    target: togglestatus
    set target to: turnit-off

    <b>func_wall_toggle</b>
    name: toggle
    Set the toggle flag !!! (not sure if its on/visible-on-start flag-status gets inverted or not)
    This toggling entity should change its state in "zero-time". If its a door or anything that takes some milliseconds it can get out of sync by rapid F4ing.
    works perfect with light, func_wall_toggle, trigger_hurt, func_conveiour, func_push...

    This can get out of sync if the button gets pressedd twice in less than 0.001 seconds, when it has a reset time of 0.
    "gamestart" and "ignore-on" maybe can be replaced by a "master" that masters the TOGGLE to save one entity.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Ollj, you know that this is evil, don't you? Is there...no other way than this monster hack? I mean just to reset an entity at round start, does it really require 8 extra entities? There you see that Flayra is no mapper *g*
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    its just a buggy not reseting .fgd
    the 2.0 fgd should have fixed round resets.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    What does the entity code have to do with the .fgd if I may ask? From what you just said it sounds like you could just replace the WorldCraft fgd and save all those entities.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    The .fgd file doesn't really <i>do</i> anything. Hopefully NS 2.0 will reset entities for each round as if the map had been reloaded.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    jeah its the entities not the fgd. but the fgd is crappy too.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Ok, so we all mean the same. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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