Trigger_hurt activated by button with reset?

Trigger_hurt activated by button with reset?

Re: Trigger_hurt activated by button with reset? Posted by [RDC]Twitch on Mon Apr 11th 2011 at 5:12am
[RDC]Twitch
99 posts
Posted 2011-04-11 5:12am
99 posts 1085 snarkmarks Registered: Jun 6th 2009 Location: USA
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?
Re: Trigger_hurt activated by button with reset? Posted by Orpheus on Mon Apr 11th 2011 at 11:16am
Orpheus
13860 posts
Posted 2011-04-11 11:16am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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.
Re: Trigger_hurt activated by button with reset? Posted by [RDC]Twitch on Mon Apr 11th 2011 at 1:45pm
[RDC]Twitch
99 posts
Posted 2011-04-11 1:45pm
99 posts 1085 snarkmarks Registered: Jun 6th 2009 Location: USA
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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Re: Trigger_hurt activated by button with reset? Posted by [RDC]Twitch on Mon Apr 11th 2011 at 4:17pm
[RDC]Twitch
99 posts
Posted 2011-04-11 4:17pm
99 posts 1085 snarkmarks Registered: Jun 6th 2009 Location: USA
worked :)
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Half-Life, Half-Life 2, and Q3 engine mapping
Re: Trigger_hurt activated by button with reset? Posted by Riven on Mon Apr 11th 2011 at 6:43pm
Riven
1640 posts
Posted 2011-04-11 6:43pm
Riven
Wuch ya look'n at?
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Thanks for keeping us updated. :)

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 2011 at 2:01pm
Degenatron
64 posts
Posted 2011-04-12 2:01pm
64 posts 1336 snarkmarks Registered: Dec 7th 2004 Occupation: IT Professional Location: USA
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:
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
Re: Trigger_hurt activated by button with reset? Posted by [RDC]Twitch on Wed Apr 13th 2011 at 6:06am
[RDC]Twitch
99 posts
Posted 2011-04-13 6:06am
99 posts 1085 snarkmarks Registered: Jun 6th 2009 Location: USA
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
Re: Trigger_hurt activated by button with reset? Posted by Orpheus on Wed Apr 13th 2011 at 11:38am
Orpheus
13860 posts
Posted 2011-04-13 11:38am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Maybe its the number values. Perhaps its supposed to be 00 and 10. Just guesses.

The best things in life, aren't things.
Re: Trigger_hurt activated by button with reset? Posted by Degenatron on Wed Apr 13th 2011 at 5:49pm
Degenatron
64 posts
Posted 2011-04-13 5:49pm
64 posts 1336 snarkmarks Registered: Dec 7th 2004 Occupation: IT Professional Location: USA
"[RDC said:
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:
User posted image
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
Re: Trigger_hurt activated by button with reset? Posted by [RDC]Twitch on Wed Apr 13th 2011 at 6:20pm
[RDC]Twitch
99 posts
Posted 2011-04-13 6:20pm
99 posts 1085 snarkmarks Registered: Jun 6th 2009 Location: USA
Awesome! Thanks for the info. I will start with a better practice and get rid of my second mm's now :)
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Half-Life, Half-Life 2, and Q3 engine mapping