Multi_manager Glitch

CannabisCannabis Join Date: 2004-03-18 Member: 27407Members, Constellation
<div class="IPBDescription">with use of trigger_teleport</div> I've been working on a map ns_stadium for the past two weeks and it's a lerk race map, with starting gates and hopefully and automated finish line. the glitch i have with is at the finish. i have a trigger_multiple and trigger_teleport setup on each other. so when one crosses, the trigger_multiple triggers the multi_manager which then triggers a multisource for the teleport, turns it off, and then changes the target for the trigger_multiple to a second multi_manager and changes the teleport's target to another destination. so basically, first, goes to first on the podium, second to second place, ect... however, the system doesnt work even though it seems perfect! i used game_text to fire to see if the multi_managers worked, and they do, but u dont teleport. if i remove, the 2nd multimanager, to trigger 2nd place teleport, then the first teleport works fine.

u can download the test rmf im using for <a href='http://www.troubledeye.com/test.rmf' target='_blank'>here</a>

anybody get why this multi_manager (the 2nd inoperative one at the time) would affect the multisource triggering the teleport?

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    I think you set your multi_manager to fire an entity at 0 delay - don't do this. Set it to 0.01 instead.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    You could also try a slightly different approach: instead of all the business with multimanagers and multisources and such, you could just have a trigger_presence on each podium which triggers a changetarget that redirects the teleporter. If the teleporter is initially set to target the first podium, then as soon as someone hits it and gets teleported, they'll set off that podium's trigger_presence, which will fire the changetarget and re-set the teleporter to target the second podium, and so on. It would probably work best to then add a fourth teleport_target for the runners-up, and just have the teleporter send them all there, instead of trying to turn the teleporter off entirely.

    I threw an example of this together for you; you'd probably want to add some architecture to keep the first-podium guy from walking off onto the second podium (which would trigger it's presence prematurely, etc), but I think this should kinda work.
  • CannabisCannabis Join Date: 2004-03-18 Member: 27407Members, Constellation
    i got it to work no prob now, actually its kick ****! i switched out the 2nd multimanager and made a whole bunch of game_counters all named counter. i then made the single multimanager shoot off the multisource at 0 and 0.1 and counter at 0.2 which made things easy. when ever i needed a game_text changed and a trigger_changetarget to shoot off, i just had to set the limit value for whatever position, 1, 2 ect...
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