A player walks through a trigger_multiple which in turn targets a mm. I have 5 game_text entities. I would like that each time a player walks through the trigger, 1 of the game_text entities is displayed on the player's screen. 1 of the 5 picked at random.
Posted by Wild Card on Wed Sep 17th at 9:31pm 2003
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Posted by Orpheus on Wed Sep 17th at 9:40pm 2003
use my prefab, edit it so it will trigger with a brush instead of auto triggering..
i don't see why it wouldn't work..
apocoplypse #13 map used the same method you want.. you could always decompile his map and look.. sorry, i don't have the map anymore, and i doubt he would let me release it to you anyways.. but since a decompile version would look decompiled, it wouldn't be like i gave you his work ![]()
my prefab is at PFL.. its no longer here i don't guess..
[edit]http://www.ejoop.com/pfl/showlist.asp?prefabid=1079&formtype=2
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Posted by DocRock on Thu Sep 18th at 2:49pm 2003
Does this need to happen after a certain event occurs, or is it something that should just happen from time to time?
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Posted by Orpheus on Thu Sep 18th at 3:02pm 2003
| ? posted by DocRock |
|
Does this need to happen after a certain event occurs, or is it something that should just happen from time to time? |
i am no good with MM issues, but the event is supposed to trigger as you step onto a lift/elevator..
he wants one of four random messages to display, each time the lift is used..
ATM even his lift is non-functional, it has a weird timing glitch... but eventually this is his goal..
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Posted by DocRock on Thu Sep 18th at 3:09pm 2003
You could possibly make the lift a func_train and have the game texts be activated by the fire on pass flag...just guessing here..
It would work...several messages going off different times as the train (lift) passes spots on the way up and down?
Not sure how far the lift needs to travel...just ideas here
[addsig]Posted by Orpheus on Thu Sep 18th at 3:12pm 2003
since i am the one who has to compile it (he still cannot get his maps to export
)
his lift travels between only two floors, about a 30 foot distance.. (game feet)
the intricacies i don't understand, cause i really don't need to to compile the map.. but ATM its a timing issue.. honestly, i think he over complicated the idea, he could have done it with a func_door, it is a slow, long acting process, and not suited to DM fragging.. BUT its his lift, he can do what he likes..
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Posted by Sinner_D on Thu Sep 18th at 6:08pm 2003
lol, hey orph...i think i have your game text fab, or atleast a clone of it. not sure where i got it, but i love it to death.
anyways, i was just wondering if there is any way of changing the size of the text? probabley not, but it dont hurt to ask ![]()
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Posted by Wild Card on Thu Sep 18th at 6:44pm 2003
Um, the trigger in question isnt for the lift. The way its setup, when a player falls off the cliff (to certain death) the map will taunt him by displaying 1 of 4 random messages (game_text). Something like, "you fell a long long way...". At first, I had 1 trigger_multiple which would target a MM and it would target the game_text entities, which all had the same name. But its not working.
The lift Orph, is another thing Im trying to get to work. I think I've fix it now though.
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Posted by Cash Car Star on Thu Sep 18th at 6:54pm 2003
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Posted by DocRock on Thu Sep 18th at 8:06pm 2003
You could make 4 or 5 different trigger_multiples at the bottom of the cliff..each one targetting a different game_text.
So when the player falls off, he'll pass thru 1 of the 5 trigger_multiples. Each time the player falls off, it won't be guarenteed that he'd fall in the exact same spot...so the game_text would be different.
[addsig]Posted by Wild Card on Thu Sep 18th at 8:08pm 2003
| ? posted by Cash Car Star |
| You could use a trigger_changetarget mechanism and just kind of rotate between all four possibilities. It won't actually be random, but it will seem as such. |
how does the changetarget work CCS, me is interested.
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Posted by Sinner_D on Thu Sep 18th at 10:19pm 2003
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Posted by Wild Card on Thu Sep 18th at 10:26pm 2003
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Posted by Cash Car Star on Thu Sep 18th at 10:36pm 2003
Pair up the game_text's and the trigger_changetarget's by naming each pair the same thing. The trigger_multiple starts by targeting PAIR1, which fires off the first game_text and the first trigger_changetarget. The trigger_changetarget targets the trigger_multiple and has an m_Isnewtarget of PAIR2. Continue having the pairs work this way and for the fourth pair, have the trigger_changetarget set the trigger_multiple to target PAIR1 again. It won't be random, but it will cycle through.
I think the trigger_changetarget can have a delay, .1 is a good value for that. Give the trigger_multiple a reset time slightly larger than the changetarget's delay, perhaps .3.
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Posted by Gollum on Thu Sep 18th at 11:03pm 2003
Random events can always be generated by the "env_beam technique":
An env_beam will "randomly" choose between it's targets to strike. "Why the shudder quotes?", I hear you ask. Well, it's not really random since it just parses a massive array of numbers. Anyway, give several info_targets the same name and the beam will "randomly" choose between them when it fires.
You can turn this into a triggering mechanism by placing the info_targets behind shootable buttons, so that the beam has to hit the buttons when it fires. Now set the buttons to trigger your various text entities. You also need to make sure that the beam does some damage!
Whenever you trigger the env_beam, it will "randomly" cause a message to display. You can hide this odd set of entities somewhere in your map.
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Posted by blu_chze on Fri Sep 19th at 6:16am 2003
| ? posted by Gollum |
|
Random events can always be generated by the "env_beam technique" |
umm this or using a multisource (or two) in the works somewhere perhaps?
just a suggestion as im pretttty dodgy at these things
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Posted by GrimlocK on Fri Sep 19th at 6:39am 2003
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Posted by Andrei on Fri Sep 19th at 6:53am 2003
I dont think you can o that with a normal mm.
Posted by Gollum on Fri Sep 19th at 11:12am 2003
| ? posted by blu_chze | ||
umm this or using a multisource (or two) in the works somewhere perhaps? |
I don't see how a multisource will help you generate random events. I've only ever used them as "locks" - when a multisource is off, anything that uses it as a master will be "locked". You can also use them to watch for several events - e.g. if you need to have 3 buttons all activated at the same time in order to unlock a door.
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Posted by Wild Card on Fri Sep 19th at 1:31pm 2003
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