Resetting Trigger_hurt On Round Start
CheesyPeteza
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. :/
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
an ancient tread says this:
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.
the 2.0 fgd should have fixed round resets.