Door Opens After 5 Min
iG0r
Join Date: 2004-06-28 Member: 29593Members
hi,
for my first fun-siege map i need some help with my doorscript. does any know the right command for round-/gamestart?
my first try with game_playerspawn was a bad try, the script starts when a player spawn in readyroom too.
so can anyone help me?
thx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
for my first fun-siege map i need some help with my doorscript. does any know the right command for round-/gamestart?
my first try with game_playerspawn was a bad try, the script starts when a player spawn in readyroom too.
so can anyone help me?
thx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
the keyvalue for the counter to start when the game starts is something like gamestartedsequence and the end sequence name is gameendedsequence
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
GiGaBiTe exactly i try to make a map like ns_siege007
sorry it dident work for me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
the door opens at the start without any seconds delay.
trigger_random:
name gamestartedsequence
door1 300
flags:
start on
remove on fire
verry big thx for your help <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I wanted to know how to make something trigger at the end of a round.
You can simply trigger something on start of a round by nameing a multimanager "gamestartedstatus" then timing everything in the multimanager....
But apparently you cant do this with gamestartedsequence or gameendedsequence....
I also tried using a multimanager to trigger events by setting the delay to gameendedsequence, but that didnt work either...
And the second is that you also have to create a trigger that tells the multimanager to start the script u packed into him.
and please dont revive threads that are half a year old.
i just tried a trigger_random and set the longest and shortest fire times to gameendedsequence adn still no luck...
to make the trigger_random start and end with the rounds, these keyvalues need to be set.
wait - gameendedsequence
targetname - gamestartedsequence
<name of target> - time (in seconds) from the start of the map to the time untill the specified entity is activated.
minfiretime - <time from name of target>
maxfiretime - <time from name of target>
example:
i want a door to open in 10 minutes from the start of the map. the "targetname" keyvalue of the door is "omgdoor"
the trigger_random's setting should look like this:
wait - gameendedsequence
targetname - gamestartedsequence
minfiretime - 600
maxfiretime - 600
omgdoor - 600
now you actually have to create the keyvalue "omgdoor" its not there by default.
Gigabyte, apparently the method you post works, and so does your testsiege file, however i am asking for someqhing quite different, which dosent work...
I want to trigger an entity AT THE END of a round, when one team is declared a winner. Using your methods dosent work apparently (same thing for gameendedstatus).
Please apply your methods to triggering an entity at the end of the round, if you can get this working, than i would be a happy lad =)
dude, that was over 6 months ago. im supposed to remember something insignificant as that?
If you were taking your time then nevermind, i just wanted to know what was up is all...
just keep experimenting and see what you can find out.
heres a starter:
change the targetname of the ent to "gameendedsequence" and wait to "gamestartedsequence" and see if that works.
I thought you might have the answer.