Trigger_hurt activated by button with reset?
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Re: Trigger_hurt activated by button with reset?
Posted by [RDC]Twitch on Mon Apr 11th at 5:12am 2011


I have a button setup to turn on a trigger_hurt to kill players in a certain area. I need the trigger_hurt to turn off after .001 second delay. Right now, all I have a is a button and the trigger_hurt but the darn trigger_hurt won't turn off automatically. I don't want to use a button to turn it off... How can I make it rest to off automatically?



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Re: Trigger_hurt activated by button with reset?
Posted by Orpheus on Mon Apr 11th at 11:16am 2011


I cannot remember how its done, but it has.

Find a prefab of a siren that resets and edit it to suit.. Hell find any prefab that resets and edit it.





The best things in life, aren't things.



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Re: Trigger_hurt activated by button with reset?
Posted by [RDC]Twitch on Mon Apr 11th at 1:45pm 2011


Accepted Answer
I couldn't find any prefab and didn't feel like decompiling crossfire. I didn't want anything with a warning siren and delay like crossfire. No worries but I think the simple answer for me was to add two multi_manager entities with the same name for the trigger hurt.

first multi manager:
name: mytriggerhurt
value: .1

second multi manager
name: mytriggerhurt
value: .2

The second entry would turn it off. Then you make a button to target the multi managers. I will try it later and post the results.



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Half-Life, Half-Life 2, and Q3 engine mapping



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Re: Trigger_hurt activated by button with reset?
Posted by [RDC]Twitch on Mon Apr 11th at 4:17pm 2011


worked smiley


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Half-Life, Half-Life 2, and Q3 engine mapping



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Re: Trigger_hurt activated by button with reset?
Posted by Riven on Mon Apr 11th at 6:43pm 2011


Thanks for keeping us updated. smiley

I've marked your response as the correct one.






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Re: Trigger_hurt activated by button with reset?
Posted by Degenatron on Tue Apr 12th at 2:01pm 2011


I'm pretty sure you can do this with a single Multimanager. Simply put the target name of the trigger_hurt in twice, with two seperate values. The first value is the ON time and the second entry would have the OFF time. So it would be something like this in the MM:

Code

Keyvalue: Value:
deathbox 0
deathbox 10


That should turn the hurt on instantly (0) and then off ten seconds later (10).

Someone correct me if I'm wrong on that.

It's really six-in-one-hand, half-dozen in the other, but rolling the functions into a single MM will save on entities in your map and make the logic flow a little easier to follow (if you ever want to come back to it an use it as a prefab).

D-Gen




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Re: Trigger_hurt activated by button with reset?
Posted by [RDC]Twitch on Wed Apr 13th at 6:06am 2011


for some reason the second entry gets changed from deathbox 10 to deathbox#1 10. I make the proper additions, everything looks proper and then I close the property box for the entity. I reopen the property box and deathbox 10 is changed to deathbox#1 10.

Any ideas why it does that or is that something it is supposed to do?



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Half-Life, Half-Life 2, and Q3 engine mapping



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Re: Trigger_hurt activated by button with reset?
Posted by Orpheus on Wed Apr 13th at 11:38am 2011


Maybe its the number values. Perhaps its supposed to be 00 and 10. Just guesses.



The best things in life, aren't things.



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Re: Trigger_hurt activated by button with reset?
Posted by Degenatron on Wed Apr 13th at 5:49pm 2011


Accepted Answer
Quoting "[RDC
Twitch"]for some reason the second entry gets changed from deathbox 10 to deathbox#1 10. I make the proper additions, everything looks proper and then I close the property box for the entity. I reopen the property box and deathbox 10 is changed to deathbox#1 10.

Any ideas why it does that or is that something it is supposed to do?


That is normal and doesn't effect the keyvalue you put in. The #1, #2, ect. are there to help you keep track of multiple keys of the same value. Here is an example of a multimanager that opens and closes an air lock door and runs several other effects:



In the example, the MM is running two differnt doors (airlock1a and airlock1b), and it is also locking three control panels (al1exitlockmm, al1outlockmm, and al1enterlockmm). At 0, the three locks are toggled on, and at 12.5 they are toggled back off.

Hope that helps,
D-Gen




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Re: Trigger_hurt activated by button with reset?
Posted by [RDC]Twitch on Wed Apr 13th at 6:20pm 2011


Awesome! Thanks for the info. I will start with a better practice and get rid of my second mm's now smiley


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Half-Life, Half-Life 2, and Q3 engine mapping




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