Two Player Coordination
Haze
O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
![Haze](https://forumstest.unknownworlds.com/uploads/ipb/nav-18018.jpg)
<div class="IPBDescription">How can it be done?</div> I'm currently reading the <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Constrain_Buildable_Areas' target='_blank'>mapping guidelines</a> and there is a part I ran into that I dont know how to do.
Two Player Coordination. Where two players have to press buttons at the same time or within the same time frame for the door to open or something like that. How can it be done?
Two Player Coordination. Where two players have to press buttons at the same time or within the same time frame for the door to open or something like that. How can it be done?
Comments
i'd explain but i have been drinking (stupid indiana basketball)
edit:
essentially the mulisource will only trigger if both triggers are in the "on" state. with a little playing around you can figure it out im sure.
this example with the two buttons may be a nice "effect" and I dont think it would ruin a map if used richt. but I think a map would never have the chance to get official with such "toys" places anywhere. because all the people want it fast and furious... who cares about cineatic feel anway? *signs up* well...
Multisource entity: It doesn't really watch the 2 entities in question, it just waits to be triggered twice... This means that for a multisource, hitting the same button twice is exactly the same as hitting each button once... To truly create the 2 button effect you'd need A LOT of entities, which you don't want to do because of the entity limit.
Commander hacking: One of the features in NS is that the commander is able to hack into a system and control some of it's various functions. The upshot of this is that commanders can operate all doors and most elevators. End result: Your commander simply clicks on a door and it opens, no matter how complicated the preceding puzzle would have been for the marine on foot... (I've heard of many mapper place special effects ruined by the commander mode, such as airlock doors that suck you out and kill you if you push the button, and simply open without the sucking or killing if the commander targets the door directly...)
I suppose you could create this effect with vents that require boosting for marines to get into, and possibly with a momentary_rot_button that slowly returns if you don't keep it held down (untested, I'm not sure how a commander could interfere with this though)
So I just fiddled arround a bit... and now the good part
<span style='color:red'><span style='font-size:14pt;line-height:100%'>I GOT IT TO WORK!!!</span></span>
The explenation:
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Entity list:
<b>func_button:</b>
- Name: doublebutton1
- Target: doormaster
- Delay before reset: 2 (lower value if you want a faster button combo)
- Delay before trigger: 0 <span style='color:red'>important</span>
Flags:
- Don't Move (well if you want a moving button you can uncheck it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
<b>func_button:</b>
- Name: doublebutton2
- Target: doormaster
- Delay before reset: 2 (lower value if you want a faster button combo)
- Delay before trigger: 0 <span style='color:red'>important</span>
Flags:
- Don't Move (well if you want a moving button you can uncheck it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
<b>multisource:</b>
- Name: doormaster
- Target: doortrigger
<b>trigger_relay</b> (this one is for the delay. since it doesnt look right to press the second button on time and have the door open right after that)
- Name: doortrigger
- Target: door
- Delay before trigger: 1
- Trigger state: off
<b>func_door</b>
- Name: door
- Delay before close: -1 (now u have to do the button combo to close the door)
Flags:
- Toggle (if you want to be able to close the door with the combo)
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<b>Why it works:</b>
The multisource checks the "active state" of the 2 buttons. If the 2nd one is pressed while the 1st one is still active it will trigger the trigger_relay.
The trigger_relay will trigger the door (here u can create the delay. IMPORTANT: DO NOT PUT A DELAY "Delay before trigger" IN THE BUTTONS..
Now for the commander part...
When the commander pushes a button it seems to check if there are more buttons with the same name and triggers all the buttons with the same name. If you give all buttons a different name this doesnt happen. Also if you dont use a targetname the commander cant push the buttons.
The assumtion which ive read in some other threads and on other forums. That if you push only one button more then once the door would open... This is a false statement, since the multisource want all of its children to be active. If you push one button, then wait for it to reset and then push it again it just doesnt work since only one buttons is active any given time. This forces the player to push both buttons in the given delay time.
Some of the mappers thought is was a counter but it isnt it IS an AND checking entity (if button1 state = active AND button2 state = active etc... tigger target...)
If it is to easy for the commander to push the buttons then put them further apart or decrease the delay so he cant possibly push them in the given time...
NOW I CAN GET THIS IN <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=58601' target='_blank'>ns_achio</a> TO!!!
btw a link to the *.rmf and *.map
<a href='http://members.home.nl/m.borgman/hammer-tuts/doortest.rar' target='_blank'>click here</a>
Could be but the would't you need 2 more entities that way? Also if you dont give the buttons a name the commander can't use them either, well I found that one out with a bit of trial and error ^_^
hehe and so the circle is complete... I promised to get back to you on that one Lt.Gravity and yes the sound problem is also gone which I btw didnt encounter without a trigger_relay. It's just there as a delay since you cannot put a trigger delay in the buttons, it somehow screws things up with the door opening etc... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=57862' target='_blank'>Releated thread</a>
[edit] typo sry <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> [/edit]
1. Every door, I mean EVERY door needs smoke comming out by it when you open it. Woo, steamy.
2. Windows are everything. Windows = pretty.
3. Give it a "oh crap" feeling to the map. Maybe when you first get on the elevator (I dont know if this is possible) you can have a random trigger, in which the elevator stops working, the cables that hold it up snap, and it crashes down below. Its no longer useable, and there is only a ladder to use to get down and up from where the elevator was.
4. Theres gotta be signs of people that used to be onboard. There is a map (forget the name) that has a flashlight dropped on the ground, casting an erie light down the hallway. Thats just cool. Even though NS doesnt focus on scaring people, you still need the creeped out feeling. Perhaps a bloody handprint from halflife on a wall by a reception desk, where the chair is tipped over and the papers are scattered all over the floor. I'm sure your alowd to have a bloody handprint on the wall...if your not thats crazy.
5. The breakables. Make small corners able to be chipped when damage is caused to them. So when your firing down a hallway with maybe a light in the ceiling, and pipes on the walls, the bullets, when hitting the pipe, cause the pipe to break open and spray steam out of the side. The lights themselves flicker when hit.
6. The overlook. Have an area where it overlooks another area of the map, but its a long walk from inside your spectator box to the area your seeing. Sometimes when a fight is in progress, people may stop and watch whats going on, knowing that they cant help you.
7. Explosions. Lots, and lots of explosions, period.
8. Screams and cries in the backround randomly. Adds atmosphere I guess, and gives you the chills, like the regular Diablo down in the dungeon..
9. Tons of useless crap out of view. Woo.
10. On the windows, have flickering light comming out of them. Nothing beats flickering light, no sir.
i wich i could do those 10 things, but HL engine just plain sucks... but its inspiring to think abou the future....
That would be mine <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ns_achio
And its going to have lots more of that stuff in it... the storyline just has to be seen arround the ship
I totally agree to having more cinematic feeling in your maps... And it doesnt have to be killing server performance if used correctly
[edit]The OH CRAP feeling rock's only dunno if its possible with minimum amount of entity use for ns multiplayer in that lift example, and ns also has this OH CRAP feeling built in...
I mean 2 marines (lmg equiped) cruising along being though guys hear a onos comming <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> That would definately qualify as an OH CRAP moment[/edit]
That would be mine <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ns_achio
And its going to have lots more of that stuff in it... the storyline just has to be seen arround the ship
I totally agree to having more cinematic feeling in your maps... And it doesnt have to be killing server performance if used correctly
[edit]The OH CRAP feeling rock's only dunno if its possible with minimum amount of entity use for ns multiplayer in that lift example, and ns also has this OH CRAP feeling built in...
I mean 2 marines (lmg equiped) cruising along being though guys hear a onos comming <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> That would definately qualify as an OH CRAP moment[/edit] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
People arent afraid of onos anymore. Its sad.
I wish they would change them back to 1.04 status to the point where headshots (the front of it) blocked bullets, and it had munbo health.
Ok you already covered that... Nvm...