multimanager help

multimanager help

Re: multimanager help Posted by Fredulom on Fri Mar 12th 2004 at 9:49pm
Fredulom
11 posts
Posted 2004-03-12 9:49pm
Fredulom
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11 posts 1 snarkmarks Registered: Feb 23rd 2004 Occupation: Annoyance to Humanity Location: Nottingham, UK
heya you guys, i was wondering whether you could halp me on something.

i'm trying to create a part of a single player level where as you are crawling through a duct and env_shakes go off from time to time and then it eventually fades where it loads to another level. i want the env_shakes to trigger when the player walks along it, not on a delay(same for the env_fade). now i'm still pretty much a newbie when it comes to using these sorts of entities. do i need to use a multimanager or can i use one of the triggers to activate the shakes and the fade? and how do i make it switch level, as the level i want it to switch to is on another file.

(Lep's note to future generations: it's spelt multi_manager, so go away and search for that instead!)
Re: multimanager help Posted by Crono on Fri Mar 12th 2004 at 10:04pm
Crono
6628 posts
Posted 2004-03-12 10:04pm
Crono
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Check out the Collective to see the specifics of entites

As for the triggers it's really up to you. How do you want it triggered? When the player goes over a certain point or randomly or? As for the fade: you can use a multi-manager trigger to trigger the screen to fade, and restrain movement of the player, and then load a new map, which is done with a trigger as well. You can probably chain these so one triggers retrain movement and fade screen which triggers load map. The specifics of loading a map you can find at the VERC.
Re: multimanager help Posted by Fredulom on Fri Mar 12th 2004 at 10:05pm
Fredulom
11 posts
Posted 2004-03-12 10:05pm
Fredulom
member
11 posts 1 snarkmarks Registered: Feb 23rd 2004 Occupation: Annoyance to Humanity Location: Nottingham, UK
i'd like it triggered when he walks over a certain point. thanks so much crono, your a life saver :biggrin:

Edit:-

So how would you go about refraining the movement? and would you need a trigger to set off the multimanager fading the screen and loading the next level?
Re: multimanager help Posted by Wild Card on Fri Mar 12th 2004 at 10:36pm
Wild Card
2321 posts
Posted 2004-03-12 10:36pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Havent read, but the title struck me. The best person to ask would be Orpheus :rofl: (sorry man)

Here's my old tut on it:
Well, since alot of people here dont really know much about the multimanager, im going to explain it in this tutorial.

First off, the multimanager is a point based entity and has many many uses. In most if not all complex sequences, there are at least 1 if not more of them.

Setting it up is quite easy. You give it a name and make a trigger target it. If you compile a map with just that, you wont get very far.

I will describe how to make a door that, once the player pushes a button, a light turns on, then the door opens, then closes, and finally the light shuts off.

First, make your door. Give it a name and fill out the remaining propreties of it. Next, make a light of some sort. do not use textured lighting use a light entity instead.

(textured lighting is precalculated in the compile process, therefore, it cannot be "turned off")

Give it a name and the rest of its propreties. Next comes the button. Use any kind of button. Dont give it a name, instead make it target the multimanager. I know I know, you havent put one yet. Now, add a multimanager. Give it a name identical to that of the target value of the button. Now, in the multimanager propreties, click the smartedit button and then click add. In the add value, there is a proprety called name and value. I call them target and delay. In the name box type in the name of the light entity. In the value box type in the value 0 (for 0 seconds) click done then add again. This time the door name and a value of 2. then the door again but this time with a value of 6. Finally the light entity again with a value of 8. Good setup is done.

Make sure that, in the door propreties, you dont enter a delay before close value. And in the flags, click the toggle button.

There, your done. Compile and it should work.

A note however, multimanagers can only target up to 16 objects. If you want the multinanager to loop itself, the last value you should add would be the multimanager's name.

-Wild Card
Re: multimanager help Posted by Fredulom on Fri Mar 12th 2004 at 11:00pm
Fredulom
11 posts
Posted 2004-03-12 11:00pm
Fredulom
member
11 posts 1 snarkmarks Registered: Feb 23rd 2004 Occupation: Annoyance to Humanity Location: Nottingham, UK
i have the trigger_once set to the env_shakes but now i have to sort out the fade and trigger_changelevel. thanks wildcard for the help.

i just need to put a sound to the shakes and stuff. which sounds should i use and are there any that would fit with them that come with the half life program?
Re: multimanager help Posted by omegaslayer on Fri Mar 12th 2004 at 11:32pm
omegaslayer
2481 posts
Posted 2004-03-12 11:32pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Get pac scape and open the .pak file in halflife\valve, from there you can look and see what sound files there are to work with.
Re: multimanager help Posted by Wild Card on Fri Mar 12th 2004 at 11:42pm
Wild Card
2321 posts
Posted 2004-03-12 11:42pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Re: multimanager help Posted by Fredulom on Sat Mar 13th 2004 at 10:28am
Fredulom
11 posts
Posted 2004-03-13 10:28am
Fredulom
member
11 posts 1 snarkmarks Registered: Feb 23rd 2004 Occupation: Annoyance to Humanity Location: Nottingham, UK
Right, i've got that down, so how do i restrain movement and get it to change the level? i know about the entity used for the level change (thats trigger_changelevel) but what about the other one?
Re: multimanager help Posted by Orpheus on Sat Mar 13th 2004 at 1:38pm
Orpheus
13860 posts
Posted 2004-03-13 1:38pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
me being the multimanager whiz that i am, i am so pleased you solved this while i was away, it allows others to reap the rewards, they so deserve..
Re: multimanager help Posted by Wild Card on Sat Mar 13th 2004 at 2:19pm
Wild Card
2321 posts
Posted 2004-03-13 2:19pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Fredulom said:
Right, i've got that down, so how do i restrain movement and get it to change the level? i know about the entity used for the level change (thats trigger_changelevel) but what about the other one?
Restraining movement... a clip brush :confused:
me being the multimanager whiz that i am[color=#ffffff], i am so pleased you solved this while i was away, it allows others to reap the rewards, they so deserve..
[/color][color=white]
[/color]

Sorry Orph, you trully deserved to solve this problem, next time, I will not interfear :biggrin:
Re: multimanager help Posted by Fredulom on Sun Mar 14th 2004 at 11:43am
Fredulom
11 posts
Posted 2004-03-14 11:43am
Fredulom
member
11 posts 1 snarkmarks Registered: Feb 23rd 2004 Occupation: Annoyance to Humanity Location: Nottingham, UK
what the hell is that?
Re: multimanager help Posted by Orpheus on Sun Mar 14th 2004 at 1:37pm
Orpheus
13860 posts
Posted 2004-03-14 1:37pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Fredulom said:
what the hell is that?
it is an inside joke.

after all these years, and many maps (some good some not) i still have yet to create my 1st working MM.

they hate me.
Re: multimanager help Posted by Wild Card on Sun Mar 14th 2004 at 2:45pm
Wild Card
2321 posts
Posted 2004-03-14 2:45pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Orpheus said:
(some good some not)
What? you made some good ones? :rofl:
Re: multimanager help Posted by antianticampersquad on Mon Mar 15th 2004 at 1:03pm
Posted 2004-03-15 1:03pm
65 posts 37 snarkmarks Registered: Dec 3rd 2003 Occupation: Trainee Asbestos Analysist Location: Edwinstowe, Nottinghamshire
Orpheus said:
after all these years, and many maps (some good some not) i still have yet to create my 1st working MM.

they hate me.
heh one of my first maps i got bored on and used mm's to make a copy of crossfires nuke
Re: multimanager help Posted by Fredulom on Tue Mar 16th 2004 at 5:10pm
Fredulom
11 posts
Posted 2004-03-16 5:10pm
Fredulom
member
11 posts 1 snarkmarks Registered: Feb 23rd 2004 Occupation: Annoyance to Humanity Location: Nottingham, UK
inside jokes, eh? i have some of them. i wish i could go inside me and find them., Oh! I think one of them is passing thorugh my intestinal tract. care to hear it? :biggrin:
Re: multimanager help Posted by omegaslayer on Tue Mar 16th 2004 at 11:02pm
omegaslayer
2481 posts
Posted 2004-03-16 11:02pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Fredulom said:
inside jokes, eh? i have some of them. i wish i could go inside me and find them., Oh! I think one of them is passing thorugh my intestinal tract. care to hear it? :biggrin:
Good one, but you also need land marks on both maps to change them. Also try a tut for change levels at the coolective.
Re: multimanager help Posted by Crono on Wed Mar 17th 2004 at 8:38am
Crono
6628 posts
Posted 2004-03-17 8:38am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
For restraining the player you could have a trigger the player walks through trigger a teleport of a clip brush 'room' that fits around the player and gets teleported right on top of them the very second they touch the trigger. Then fade out and change levels. If you do it right they wont be able to move at all and they wont see a thing. :smile:
Re: multimanager help Posted by JFry on Wed Mar 17th 2004 at 8:31pm
JFry
369 posts
Posted 2004-03-17 8:31pm
JFry
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Something that might be a bit easier for restraining the player would be to trigger a camera with the "Freeze Player" flag checked for the appropriate time. Of course this may or may not work depending on how early you start your fade.

As a side note it seems like the freeze player flag only prevents movement of the player and not the direction of the view. For example if you move your mouse around during a cutscene the player may be looking off in the totally wrong direction when he returns to 1st person. Anyone know how to correct this?