My Lift System

Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
<div class="IPBDescription">Getting it to reset</div> OK. I have the following lift system in my map: the lift itself, which is a <u>func_train</u> entity (with the neccessary <u>path_corner</u>s at the top and bottom of the lift shaft), and two doors (one at the top, one at the bottom). The lift starts out at the top of the lift shaft, and the door there has the "start open" flag enabled. When someone presses the button to go down, the top door closes, the lift moves down to the bottom, then the bottom door opens. This behaviour is caused by the lift button triggering a <u>multi_manager</u>. Obviously, the inverse procedure occurs if someone wants to go up the lift.

Now, my question to you is this: how do I get this system to reset itself at the start of a new round? (which it currently isn't doing)

For those interested, the map in question is available <a href='http://www.kopano.uct.ac.za/~ron2k/adrianne/ns_adrianne_beta1.zip' target='_blank'>here</a>. The lift system that I'm talking about is just outside the marine start.

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I don't know exactly how would you do it, but you probably would know how to use "gamestartedstatus" to your advantage (it gets triggered at round start). Try making a quick search on the forums with "entity reset" or something like that, I remembers some threads about it.
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    OK, I found an old post by Ollj, detailing how to reset entities using <u>trigger_random</u>.

    However, what I can't work out is the following: for the <u>func_train</u> that I mentioned earlier, how would I get the <u>trigger_random</u> to only trigger it when it's at the bottom of the lift shaft? If it's at the top of the shaft, it's in its starting position and won't (or shouldn't) need retriggering.
  • Assassin_wmAssassin_wm Join Date: 2004-01-30 Member: 25754Members
    you could use a multisourse targeting the elev train that checks a button_target trigered path_corner when the lift goes down and triggered again to disable it when the lift goes up again, then use the gamestartreset thingy to target the multisource, if the lift is at the bottom then it will be moved back up, and if its at the top it will stay there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> hope this helps

    p.s. i made this up off the top of my head but it should work, if it doesnt feel free to yell at me
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