Entities Not Working Properly After Round Ends
ElectroKiwiMonkey
Join Date: 2002-11-06 Member: 7384Members
A buddy of mine (McRiot, if you're reading, this means you) has a func_weldable targetting a func_breakable in his map. For some reason, which we can't figure out, the weldable doesn't work properly any time after the first round.
I've seen mention in a couple of threads about entities not resetting properly and whatnot, so I couldn't help but wonder: How do you fix it?
I've seen mention in a couple of threads about entities not resetting properly and whatnot, so I couldn't help but wonder: How do you fix it?
Comments
Multimanagers can be used to force them into a state tho.
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All following experiments were performed using sv_cheats 0, then switching to sv_cheats 1 to 'reset' the round. In some cases, multiple resets were performed. The marine class was used for all testing. The map used had fully functioning hives, respawns, etc.
The following have been tested thoroughly and are KNOWN to reset, with some descriptive findings at the bottom of this.
KNOWN DO RESET:
func_door
func_door_rotating
func_seethroughdoor
func_breakable *1
trigger_random *2
func_weldable *3
func_water
func_plat
func_pushable *4
The following were found to definately NOT reset, with some descriptive findings at the bottom of this.
KNOWN DONT RESET:
func_train
func_tracktrain
func_wall_toggle
trigger_push (if its turned off)
trigger_once (once its triggered in one round, thats it laddy! Kind of like the breakable problem in *1)
trigger_hurt
func_button *A
func_platrot (wierd, i wouldve though it was derived from func_door_rotating/func_plat?)
func_rot_button (same behaviour as func_button)
PLUS:
ANY entity that is 'killtarget-ed' (even hives, command stations)
The target of any entity
Most other halflife entities have not been designed to reset either.
If you are bored, try these for some fun (found while testing)
THINGS (NOT?) TO TRY:
killtarget a func_door/seethroughdoor (halflife locks up badly)
killtarget a func_nobuild (it is completely removed, even the way it acts as a clip!)
func_pushable player throwing, as detailed below, USE a pushable and move left/right, see how far you can get thrown! (I got about 10-15ft )
NOTES ON ENTITIES ABOVE
*1: If set to pressure or touch, if you break it by normal means (shooting), then the next round it will continue to function like a 'touch' breakable. HOWEVER, if you do actually 'touch-break' it in any round, then in the next and subsequent rounds, it will only function like a SHOOT breakable and no amount of standing on it will do a thing!!
*2: Only ent that resets properly, helpful to reset all those other ents. Set it to times of 0 and 0, for shortest and longest time to execute immediately (even before round 'beeps' have finished!). Set it to 'start on' and turn off smartedit. Add in the names of the ents you want to trigger as both name and keyvalue for each one. At the start of each round the trigger_random will then helpfully reset everything for you, isnt that nice
*3: It DOES reset, however the 'alpha' value doesnt, so it still looks like its been welded. Which gets confusing for the poor marines!
*4: Although it does RESET as such (if set to breakable it can be rebroken), the func_pushable entity doesnt actually work as in halflife. It cant be pushed, and if you try to 'use-pull' it, you can actually get your player thrown clear of the func_pushable by quite a way!
*A: If 'delay until close' is set, will continue the timer and 'close' next round. I.e. if its set to 10 seconds, you press it 5 seconds before round ends, then it will reset 5 seconds into next round. If set to toggle it will STAY in whatever position it was in in the previous round.
If you have any further requests for entites you want me to test, then please post here! NOTE: im not doing them all, I spoke to merkaba and apparently most halflife ents just wont reset as flayra never coded them. It was merkaba's idea to do this as well, damn him! I just hope this helps Flay for further coding.
Final note: Round reset problems CAN be avoided with careful use of the 'trigger_random' entity I detailed above, it always fires at the start of each round if you set it up correctly. Use it wisely and much self-induced-alopecia might be avoided!
Enjoy
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