trigger_hurt

trigger_hurt

Re: trigger_hurt Posted by blu_chze on Mon Apr 5th 2004 at 5:17am
blu_chze
112 posts
Posted 2004-04-05 5:17am
blu_chze
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troubles with trigger_hurt here.

Basically what i want to do is make a trigger_hurt able to be turned 'off' with the use of a button. For example, a large puddle electrified because of live cabling from a light, and 'using' the switch to cut the electricity. teh 'electricity' of course been a trigger_hurt.

i know that seting targets typically does what im asking but for some reason not on this

if this is a physical impossibility im happy to stick with invisible lasers....

all comments appreciated
Re: trigger_hurt Posted by Campaignjunkie on Mon Apr 5th 2004 at 5:42am
Campaignjunkie
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Posted 2004-04-05 5:42am
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Have the func_button target an env_global. Have the env_global set a Global State (let's say 'electricity). Set the Global State Master (or whatever) of a multisource to be 'electricity'. Set the multisource to be the Master of the trigger_hurt. You will probably want the env_global's Initial State to be On; then the func_button will toggle it off and in turn switch the trigger_hurt off.

Basically, the env_global creates a Global variable called 'electricity', initially OFF. When the button toggles the env_global, it switches the Global variable to ON. This Global variable is the Master of the multisource, which is the Master of the trigger_hurt. If you have trouble understanding, try this page: http://collective.valve-erc.com/index.php?ent=env_global

Invisible lasers are also an inventive solution too, if you don't feel like dealing with env_globals and such. But it's really not that difficult.
Re: trigger_hurt Posted by GrimlocK on Mon Apr 5th 2004 at 6:33am
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Posted 2004-04-05 6:33am
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LOL, my god could you be more complex to the poor guy. :fart: :lol:

Just name the trigger_hurt, check the initially off flag, create a button, check the flag to make the button toggle and not move, enter the name of the trigger hurt in the target field and walla :biggrin: . Also set any delay and what not you would like in the button options

(both are correct :smile: so try either way)
Re: trigger_hurt Posted by Campaignjunkie on Mon Apr 5th 2004 at 6:58am
Campaignjunkie
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Posted 2004-04-05 6:58am
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There's an Initially Off flag to the trigger_hurt?!?! :leper: falls over

Mmm, I didn't know trigger_hurt behaved like that. Oh well. My way is better for learning purposes. :smile:
Re: trigger_hurt Posted by Andrei on Mon Apr 5th 2004 at 7:56am
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Posted 2004-04-05 7:56am
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You could use a relay to turn it off.
Re: trigger_hurt Posted by scary_jeff on Mon Apr 5th 2004 at 8:47am
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Posted 2004-04-05 8:47am
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I think those airstrike maps would be somewhat annoying if it wasn't possible to have the trigger_hurt turned off when the map loads :smile:
Re: trigger_hurt Posted by Orpheus on Mon Apr 5th 2004 at 10:38am
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Posted 2004-04-05 10:38am
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Campaignjunkie said:
There's an Initially Off flag to the trigger_hurt?!?! :leper: falls over
posts like this, from arguably, highly skilled mappers, make me appreciate this site more and more.

ever once in a while, a tid-bit comes to light.. we all just assume, that since we have been mapping for so long, that stuff like this wouldn't slip through the cracks of our learning processes.

you come to realize, that although we all start from square #1, our paths to our current stages, followed as many paths, as there are people in the membership listing.

shoot, i even taught gollum something new once, don't recall exactly what it was, but to me it was basic n00b info, to him it was brand new info.. and few can confuse which of us is master and pupil :smile:

*goes back and looks longingly at the skill of a certain boulder map*
Re: trigger_hurt Posted by Gollum on Tue Apr 6th 2004 at 2:43pm
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Posted 2004-04-06 2:43pm
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I think the one you remember is the "how to combine VISgroups when the list is longer than the dialog box" example. But there are plenty of other things I learned from you Orph - they just are not so striking, so they get forgotten :smile:

The same, of course, is true of many other people around here from whom I have picked up tips/ideas/techniques/whatever. I can't recall who inspired me to stop using the toolbars and start using keyboard shortcuts, but it came very late in my mapping career. And whoever first pointed me to -onlyents I should like to kiss.

He knows much who knows he knows nothing :wink:
Re: trigger_hurt Posted by KungFuSquirrel on Tue Apr 6th 2004 at 2:48pm
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Posted 2004-04-06 2:48pm
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I think the one you remember is the "how to combine VISgroups when the list is longer than the dialog box" example
The scrollbar? :smile:
Re: trigger_hurt Posted by Gollum on Tue Apr 6th 2004 at 2:52pm
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Posted 2004-04-06 2:52pm
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The problem is that you can't use the mouse to move the scrollbar and to drag a VISgroup at the same time.

The solution was....drumroll.....use the arrow keys to nudge the scrollbar! I was mapping for years before I found that out.
Re: trigger_hurt Posted by KungFuSquirrel on Tue Apr 6th 2004 at 2:55pm
KungFuSquirrel
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Posted 2004-04-06 2:55pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Ahhhh, right. Ok. I got confused for a second by what you meant; I thought you meant just the VisGroup window itself. :smile: Oops :razz:
Re: trigger_hurt Posted by Gollum on Tue Apr 6th 2004 at 3:17pm
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Posted 2004-04-06 3:17pm
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Bah, it makes little difference. My real mistake was only slightly less incompetent than the mistake you mistook me to make :leper:
Re: trigger_hurt Posted by blu_chze on Thu Apr 8th 2004 at 1:19am
blu_chze
112 posts
Posted 2004-04-08 1:19am
blu_chze
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112 posts 61 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Perth, West Australia
thanks for your input guys this here probs been bugging me for ages
? posted by Campaignjunkie</TD>
<TR>
<TD bgColor=#151515>
There's an Initially Off flag to the trigger_hurt?!?! :leper: falls over
thats pretty much how i reacted... ill use the env_global and multisource idea, mainly to help tie in the effects, sound, sparks etc

thanks guys! :smile:
Re: trigger_hurt Posted by Orpheus on Thu Apr 8th 2004 at 1:28am
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Posted 2004-04-08 1:28am
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if you are going to use CJ's idea, why did you mark grims blue?
Re: trigger_hurt Posted by blu_chze on Thu Apr 8th 2004 at 1:38am
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Posted 2004-04-08 1:38am
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i didn't it was like that when i got here...honest. i actully havent marked anyones right or wrong yet (havent put their ideas into practice just yet)... so... :leper:
Re: trigger_hurt Posted by 7dk2h4md720ih on Thu Apr 8th 2004 at 2:32am
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Posted 2004-04-08 2:32am
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One of the mods did it.
Re: trigger_hurt Posted by blu_chze on Thu Apr 8th 2004 at 2:48am
blu_chze
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Posted 2004-04-08 2:48am
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makes sense
Re: trigger_hurt Posted by GrimlocK on Thu Apr 8th 2004 at 3:48am
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Posted 2004-04-08 3:48am
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blu_chze said:
thanks for your input guys this here probs been bugging me for ages
? posted by Campaignjunkie</TD>
<TR>
<TD bgColor=#151515>
There's an Initially Off flag to the trigger_hurt?!?! :leper: falls over
thats pretty much how i reacted... ill use the env_global and multisource idea, mainly to help tie in the effects, sound, sparks etc

thanks guys! :smile:
Why not just target a multi_mannager with the button? Or just name all of the effects the same as the trigger hurt, they would all activate at the same time? It's good to know the more complex ways of doing things but its more efficient to use simplified methods (saves time in the trouble shooting department also :smile: ), either way.
Re: trigger_hurt Posted by Jinx on Thu Apr 8th 2004 at 4:00am
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Posted 2004-04-08 4:00am
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supposedly valve actually uses huge trigger_hurts for the 'nuke' effect maps. I prefer game_zone_player, though... that way you can define the SAFE area, and anyone NOT within it get zapped.
Re: trigger_hurt Posted by blu_chze on Thu Apr 8th 2004 at 4:15am
blu_chze
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Posted 2004-04-08 4:15am
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? posted by GrimlocK

Why not just target a multi_mannager with the button? Or just name all of the effects the same as the trigger hurt, they would all activate at the same time? It's good to know the more complex ways of doing things but its more efficient to use simplified methods (saves time in the trouble shooting department also :smile: ), either way.

true...multimanager a is simpler way...

i think it depends on the setup and number of entities...

the simplest answer is most often the correct one or something- for this situation ill stick to me multi_managers, but i didnt know there was the env_global optoin so i think ill keep it for the future

? posted by Jinx

...game_zone_player, though... that way you can define the SAFE area, and anyone NOT within it get zapped.

i actually havent come across this ent before- hows he work
Re: trigger_hurt Posted by Campaignjunkie on Thu Apr 8th 2004 at 7:22am
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Posted 2004-04-08 7:22am
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Orpheus said:
if you are going to use CJ's idea, why did you mark grims blue?
It's okay, I'm used to being cheated out of my rightful Snarkmarks. Let it be known that my revenge will be swift and brutal. :razz:
Re: trigger_hurt Posted by blu_chze on Thu Apr 8th 2004 at 7:29am
blu_chze
112 posts
Posted 2004-04-08 7:29am
blu_chze
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112 posts 61 snarkmarks Registered: Sep 2nd 2003 Occupation: Student Location: Perth, West Australia
Campaignjunkie said:
Orpheus said:
if you are going to use CJ's idea, why did you mark grims blue?
It's okay, I'm used to being cheated out of my rightful Snarkmarks. Let it be known that my revenge will be swift and brutal. :razz:
thats the spirit! but how will you win when leperous is god down here? :confused:
Re: trigger_hurt Posted by Orpheus on Thu Apr 8th 2004 at 8:35am
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Posted 2004-04-08 8:35am
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blu_chze said:
Campaignjunkie said:
Orpheus said:
if you are going to use CJ's idea, why did you mark grims blue?
It's okay, I'm used to being cheated out of my rightful Snarkmarks. Let it be known that my revenge will be swift and brutal. :razz:
thats the spirit! but how will you win when leperous is god down here? :confused:
well, we disregard leps score anyways, he has few post counts, (which thankfully for me, count little) few, answered questions,few maps scored, but has the most snarkmarks... somethins fishy in denmark :biggrin:

seriously though, the snarkmark system IMO is an excellent idea, but IMO does not accurately portray, whom has contributed the best to snarkpit.

look at my score, its awfully high, but for all the wrong reasons, the things i contributed most, like my critiques, and such, don't even count, but let me spark off a debate, where i am on the wrong side of an issue, and people start thumbing through my profile.. thats just wrong.

all my major contributions to SP, are buried deep under all the other postings. i wish critiques counted high enuff, that when someone clicked on my profile, they could read them like a pre-review. hell, as far as that goes, my reviews, are lost cause your personal news only holds so many, and they are now slipped below the page out of view. :cry:

the snarkmark system shows me as semi-popular, but IMO for all the wrong reasons :sad:
Re: trigger_hurt Posted by pepper on Sat Apr 10th 2004 at 5:15pm
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597 posts
Posted 2004-04-10 5:15pm
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why are people so obsesed wiht those snark :confused: marks??
Re: trigger_hurt Posted by Orpheus on Sat Apr 10th 2004 at 5:22pm
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Posted 2004-04-10 5:22pm
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pepper said:
why are people so obsesed wiht those snark :confused: marks??
spoken like someone with only 37 :rofl:
Re: trigger_hurt Posted by fraggard on Sat Apr 10th 2004 at 5:27pm
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Posted 2004-04-10 5:27pm
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Orpheus said:
pepper said:
why are people so obsesed wiht those snark :confused: marks??
spoken like someone with only 37 :rofl:
Spoken like someone with 2611 :heee:
Re: trigger_hurt Posted by pepper on Sat Apr 10th 2004 at 5:32pm
pepper
597 posts
Posted 2004-04-10 5:32pm
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erm, so what?? i dont give a ** about those snark marks