team_hive
Kouji_San
Sr. Hινε UÏкεεÏεг - 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" />
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
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" />
... 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
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" />
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)
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...
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>
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" />
<!--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-->
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)
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" />
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" />
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" />