team_hive

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
<div class="IPBDescription">targetondeath</div>removed <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

I can't get it to trigger anything on death. targetonpawn works, even tough it triggers twice. This only happens when it is the first randomly selected hive. It will trigger it targetonspawn at map load and round start. I use a trigger relay(on) to fix this bug.

Another question:
My trigger_presence, trigger_multiple and trigger_once refuse to detect the hive... I thought I could fix this targetondeath problem with using one of these in a 2x2 brush on the team_hive origin. I also tried detecting it with a brush fully surrounding the team_hive entity. All other alien buildings/weapons are detect when passing trough the brush except the hive. So is there perhaps a global trigger for this like gamestartedsequence/gameendedsequence? Or is this just bugged?


For the team detection:
trigger_presence, I use flag: Team 2 Only
trigger_multiple and trigger_once, master set to alien which is defined in a game_team_master (works for every other team specific triggering)

Also tried without team specific triggering. And still it is not detected...

[edit]
I did find something about it triggering a door once it died, which worked. However this was in an old post... So did it work in any of the previous version and if so, why was it removed <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />

Comments

  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    it wont trigger a door now?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It won't trigger anything with targetondeath apparently :/

    I tried the following:

    lights
    trigger_relay (on,off,toggle)
    multisource (for master of teleportarea)
    multimanager
    func_door
    func_button
    func_breakable
    func_wall_toggle
    ambient_generic

    Nothing triggers ondeath... And the targetonspawn is annoying with it's dual trigger <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--quoteo(post=1587082:date=Dec 11 2006, 01:02 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Dec 11 2006, 01:02 PM) [snapback]1587082[/snapback]</div><div class='quotemain'><!--quotec-->
    ... And the targetonspawn is annoying with it's dual trigger <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    You can fix that with a trigger_count
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hmm that is possible as wel. I currently use a trigger_relay (ON) which does the same thing, but that trigger_counter can be used in more situations... good call!

    I really would like my targetondeath to do what I want it to do though and not just sit there staring at me <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
    Another question:
    ...
    So is there perhaps a global trigger for this like gamestartedsequence/gameendedsequence? ... <!--QuoteEnd--></div><!--QuoteEEnd-->

    gamestartedstatus fires at the beginning of every round, if that's what you're asking about. (A better name would be simply gamestarted.)

    Also: developer 4 or so lets you see <i>everything</i> that "fires". (2 or 3 might also, but I just always use 4)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I ment "status" not "sequence" Got confused by another thread about it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    But I know of this one, I use it on a few entities. However, I just wanted to know if there was an ingame trigger similar to gamestartedstatus, for a hive dieing. Most likely there isn't anything like this...

    For example I would have loved to have seen something like this:

    Firing: hive#spawned

    Firing: hive#death

    --> Have tested with developer 4 now. Once a hive dies, it simply displays this in the console with information about what has been destoyed (same as devloper 1). But the targetondeath target is never fired... Perhaps this is a bug or has it been removed on purpose, I dunno. Anoying because I can't find anything on the forums, mapping guidelines and internet about it not working. I've found very old threads, which indicate that it did work at one time...
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Maybe a mail to Charlie and see if he knows of it being removed, or if it should be working and is therefore a bug..
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Hell, I'd post it in the bug reports. Obviously either the fgd needs updating, or it is just bugged.

    Even the mapping guidelines need to be updated then too.

    <a href="http://www.unknownworlds.com/ns/static/Mapping_Guidelines.html#team_hive" target="_blank">http://www.unknownworlds.com/ns/static/Map....html#team_hive</a>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    And the mapping faq and over in artwork/customization and all other forums the stickies are... sticky <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    I'll post it there... since devs somehow only visit these forums for... a few seconds to post stuff? then *poof* their gone <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Allright, after PMing "the man" Flayra. He said the following about the problem with the targetondeath <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <!--QuoteBegin-Flayra+--><div class='quotetop'>QUOTE(Flayra)</div><div class='quotemain'><!--QuoteEBegin-->Hey Kouji_San,

    This would definitely be an easy fix - I didn't know it no longer worked. I'll see if we can fix it for v3.2.

    -Charlie
    <!--QuoteEnd--></div><!--QuoteEEnd-->
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    So, I've looked at the code for 'targetondeath' and it looks fine. I'm going to need specific details on what the problem is in order to fix the issues you are seeing.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2006
    Define specific information. I mean all I can give you is the thing I tried to get it to work in the editor.

    A simple entity sequence I tested it with had this entity setup:

    func_wall_toggle
    targetname: walltoggle

    flags:
    starts off

    ----------

    team_hive
    targetonspawn: walltogglerelay
    targetondeath: walltoggle

    ----------

    trigger_relay
    targetname: walltogglerelay
    target: walltoggle
    trigger status: on

    ----------

    I haven't used a round reset entity setup, because I just wanted to see if targetondeath actually fires. I used developer 4 as devmode, I haven't seen the walltoggle trigger in the console from the hive. Which further indicates that the targetondeath is never fired once the hive dies.

    I tried killing the hive with the cheatcode and sieges. Used a listen server for the testing, and the FGD which came with NS 3.1.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->//
    // Natural Selection game definition file (.fgd)
    // Version 2.1
    // for Valve Hammer Editor 3.5 and above, and Half-Life 1.1.1.0 and above
    // last update: 7/29/03, Andrew Weldon (aweldon@planethalflife.com)
    //<!--QuoteEnd--></div><!--QuoteEEnd-->

    Other entities I tested it with:
    lights
    trigger_relay (on,off,toggle) in combo with func_wall_toggle
    multisource (for master of teleportarea)
    multimanager
    func_door
    func_button
    func_breakable
    ambient_generic

    In all instances the targetonspawn fires twice (with the first hive, but the targetondeath doesn't fire at all)
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    Okay, that's very clear. If you could provide me with a small test map then I can find the bug. As I said, all the code is in place so this should work. There's something odd happening, and it might be one of those needle-in-haystack bugs that will be difficult to find by code inspection.

    I'm a total nub with hammer, so if you can provide this test then I'll take the time to fix the issue. If not, then I'll have to beg merkaba for some of his time <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2006
    Heh, no problem, I have the file right here on my hard drive, I modified it a little bit so it now has 3 hives and all the mandatory entities (info_gameplay and info_mapinfo). I also included the map reset sequence entities (trigger_random and multimanager). This way the func_wall_toggle will reset properly after a round reset

    This is the func_wall_toggle test map I used (all my entity test maps look like this btw <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />), <a href="http://members.home.nl/m.borgman/ns-forum/hivetargets/hivetargets.zip" target="_blank">linkage</a>

    Somehow I can't seem to get the ingame rightclick menu to popup, sio I bound some of the keypad keys to the evolve to gorge/build hive and build rt so I can actually build them without having to type in the impulse or cheat commands.


    [edit]
    I just realised something about the wad files and the probability that you could have problems with them in hammer or the compilers...

    you might want to change the paths in the *.map file manually using notepad or something. I dunno if hammer does this for you when opening a *.map file. Never really looked into it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    could you compile this into a bsp for me?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2006
    <a href="http://members.home.nl/m.borgman/ns-forum/hivetargets/hivetargets.zip" target="_blank">linkage</a>

    Same file, but now it containts everything created by Hammer and the compilers <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />


    [edit]
    This thread has served it's purposed. puzl managed to fix it and I've seen it with my own eyes using a modified client.dll (good to see it working). However it's a serverside fix, which we can't do anything with at the moment for Ns 3.1.

    ><!--coloro:#041e2d--><span style="color:#041e2d"><!--/coloro-->Hidden message:
    He's the one who broke it... But you didn't get that from me, as a matter of fact this part of the post has never been edited in the first place. And by highlighting this you have wevert all legal rights to do anything with it<!--colorc--></span><!--/colorc--><img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    the fix will be included in 3.2 beta2.
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