[addsig]Posted by KoRnFlakes on Sat Sep 20th at 8:03pm 2003
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Posted by Hornpipe2 on Sat Sep 20th at 8:11pm 2003
There's a whole lot of FGD files on this site:
http://dev.valve-erc.com/index.php?area=browse
including the CS-Expert FGD.
EDIT: This is linked from the VERC Collective, and is apparently a semi-official download site.
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Posted by KoRnFlakes on Sat Sep 20th at 8:23pm 2003
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Posted by Hornpipe2 on Sat Sep 20th at 8:37pm 2003
Try it out. Your best bet is to have a multimanager called by a trigger_auto (or maybe it's something else, I don't recall) .5 seconds after game start, and the multimanager calls itself. That's the only way I can think of how to add timers.
I also don't know if you want that multithreaded, or if you want to have two multimanagers that call each other instead of one recursively calling itself. But yeah, try it out to see if it lags. What exactly are you timing?
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Posted by Gollum on Sat Sep 20th at 8:50pm 2003
Note: KoRn has informed me that he wants to use this idea to keep equipping players with weapons.
Use one multi_manager set to target itself after 0.1 seconds; it should also target your game_equip immediately (0 seconds). Make it multithreaded and start it off using a trigger_auto with a short delay (e.g. 1 second).
I use looping multi_managers for a similar purpose - in fact, to make an env_shake stay active. I'm not aware of it causing excessive lag, nor can I see a reason that it would. You see, there are lots of entities that are "thinking" in a DM map (certainly anything moving has to think a lot). I don't see why a nearly continuous mm trigger is any worse than a continuous func_train "think update".
However, there may be a problem with what you are trying to do, not because of LAG, but because of EDICTS.
Whenever a player is equipped, some edicts are used up for a short time. This happens even if the player is on full ammo!
As a result, your setup *might* result in an excessive use of edicts, that would almost immediately crash the map.
All I can suggest, though, is that you try it out. But if you get the message, "Ed_Alloc: No Free Edicts", you will know what's happened ![]()
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Posted by KoRnFlakes on Sat Sep 20th at 9:04pm 2003
thanks goll, just tried it but no luck.
erm It triggered the equip entity at the start of the map, but it doesnt seem to have triggered it again.
the idea is to constantly give grenades to the player. the weaponstrip works, the give grenade works but after ive thrown the gren it doesnt re-trigger & give me another gren.
Perhaps its because the equip entity cannot be re-triggered or perhaps my multi-manager isnt triggering itself again. I dont know tbh 
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Posted by Hornpipe2 on Sat Sep 20th at 9:10pm 2003
I was under the impression that game_equip only set the starting equipment for the players and was not supposed to "equip" them afterwards. I have no idea what you'd use instead. Maybe you could bury a skillion grenades in the floor out of player sight but within reach?
No, now I'm just being silly.
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Posted by KoRnFlakes on Sat Sep 20th at 9:14pm 2003
hmm, I set the delay on the trigger_auto > mm to 0.1 & its caused an error in mp.dll
doesnt look like im allowed to constantly trigger.
+ equip needs to be triggered so I think its during game not just the start.
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Posted by Hornpipe2 on Sat Sep 20th at 9:19pm 2003
Trigger_auto goes off when the map loads. Make sure you set that to .5 or so, that way other entities have time to load before it gets called. There's a game_playerjoin entity which is what you might want to use, which goes off whenever a player joins the server. Calling a multithreaded MM from there (if I recall correctly) will cause the MM to affect only that player, not everyone else. (if you use auto, use a non-multithreaded so everyone is affected at the same time. if you use playerjoin, try multithreaded, else the game will probably crash when too many players join and the MM gets called a hole lot.) You might try a playerequip from that point, and have the MM call itself every .1 seconds.
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Posted by Sinner_D on Sat Sep 20th at 9:23pm 2003
umm, BUYZONE!!! the whole point of cs...lol
a map that hacks for its players...OMG...lol
id like to see this map when its done. gl korn, P.S. i have an expert fgd that allows equipting of all CS weapons including handguns, aswell as ammo for those weapons, not to mention armor and nades. MUAHAHA
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Posted by KoRnFlakes on Sat Sep 20th at 9:28pm 2003
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Posted by Hornpipe2 on Sat Sep 20th at 9:28pm 2003
| ? posted by Sinner_D |
|
a map that hacks for its players...OMG...lol |
Be prepared for Korn's next release, de_grenadespam.bsp
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Posted by KoRnFlakes on Sat Sep 20th at 9:30pm 2003
| ? posted by Hornpipe2 | ||
Be prepared for Korn's next release, de_grenadespam.bsp |
lol, something along those lines. It must be possible to do, Its not as if its the most complex thing ever :/
Edit: Just tried lots of squares of trigger_multiples, It would work because the player probably wont be standing still, but it does mean a fair amount of entities & models being constantly dropped on them :/ - Not exactly the best idea tbh.
il keep trying things but it doesnt look as if I can do this :/
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Posted by Gollum on Sat Sep 20th at 9:42pm 2003
*sigh* This is getting confused and messy very fast. There are lots of questions here; let's review some of them:
- Is it possible to use mm's to repeatedly trigger something? Answer: yes
- Will this directly cause too much lag? Answer: no
- Will the thing that is triggered cause too much lag or any other problems? Answer: maybe - it depends on what you're doing
- Can I use a game_player_equip to give players weapons at spawn? Answer: yes
- ....and after spawning? Answer: no
- What is a trigger_relay? Answer: a multi_manager with only one target
Sorry I missed the obvious problem - game_player_equips only work on spawn 
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Posted by KoRnFlakes on Sat Sep 20th at 9:45pm 2003
....and after spawning? Answer: no
you can m8, just tried it with lots of trigger_multiples targetting my game_player_equip that gives grens.
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Posted by Gollum on Sat Sep 20th at 9:52pm 2003
That's interesting!
Perhaps this is a feature of CS. Anyway, your setup should work.
It sounds like you are not having problems with equipping players, but only with the triggering. In that case, you might like to trigger something else instead - something simple like a sound. See if you can make a sound play every few seconds using mms (I know this works); if so, you can adapt the method.
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Posted by KoRnFlakes on Sat Sep 20th at 9:59pm 2003
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Posted by Gollum on Sat Sep 20th at 10:10pm 2003
Good - you now know that your triggering method is working as expected, but the entities it triggers are not behaving as you wish ![]()
/me pats KoRn on the back
Something's odd here.....why would a game_player_equip behave as you describe?
*thinks a bit harder*
Right, this is how a game_player_equip is supposed to work. If it has no name, then it will be active at the start of the level. That means simply that it will determine which items the player spawns with.
However, they are often used to change the weapons part-way through the level. To do this, you just give it a name and trigger it when you wish to alter the spawn weapons.
Now, I thought that this change would only take effect on respawn, but from what you've said it seems to happen immediately. So this is what I think is happening:
You trigger a game_player_equip. It activates, and gives you the specified weapons (query: does it take away any other weapons you might have?). Afterwards, it remains active - which means nothing more than giving you the specified weapons on spawn.
If this is the case, you might be able to manipulate this odd behaviour to your advantage. What happens if you have two different game_player_equip entities, and swap between them? That is, trigger one then trigger another?
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Posted by Sinner_D on Sat Sep 20th at 10:15pm 2003
i will add that CS only allows "1" HE nade per player, just incase you didnt already know.
why dont you just do it the old fasion way and layout a shiet load of nades on the ground...lol
P.S. i would like to see your triggering setup, as i may beable to use it with my landing lights for my map. im horrible with multi-entity functions, i just never got the hang of themz entities.
i do however believe that game player equip ents dont affect already equipted weapons, only adds what its specified to add.
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Posted by KoRnFlakes on Sat Sep 20th at 10:31pm 2003
n1 goll. I tried it with 2 mm's + 2 equips. after I used my 1st gren it gave me another, After I used that. Nothing.
so at a guess 3 equips = 3 grens. Interesting tbh, not sure if I can do jack about it but if I were just to make say 40 of each (nobody would ever go through it all) would it matter? eg lag etc due to loads of ents?
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