Re: game_textand the multimanager
Posted by Wild Card on
Wed Sep 17th 2003 at 9:31pm
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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.
Re: game_textand the multimanager
Posted by Orpheus on
Wed Sep 17th 2003 at 9:40pm
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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 :smile:
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
Re: game_textand the multimanager
Posted by DocRock on
Thu Sep 18th 2003 at 2:49pm
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Does this need to happen after a certain event occurs, or is it something that should just happen from time to time?
Re: game_textand the multimanager
Posted by DocRock on
Thu Sep 18th 2003 at 3:09pm
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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
Re: game_textand the multimanager
Posted by Orpheus on
Thu Sep 18th 2003 at 3:12pm
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since i am the one who has to compile it (he still cannot get his maps to export :sad: )
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..
Re: game_textand the multimanager
Posted by Sinner_D on
Thu Sep 18th 2003 at 6:08pm
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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 :razz:
Re: game_textand the multimanager
Posted by Wild Card on
Thu Sep 18th 2003 at 6:44pm
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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.
Re: game_textand the multimanager
Posted by Cash Car Star on
Thu Sep 18th 2003 at 6:54pm
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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.
Re: game_textand the multimanager
Posted by DocRock on
Thu Sep 18th 2003 at 8:06pm
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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.
Re: game_textand the multimanager
Posted by Sinner_D on
Thu Sep 18th 2003 at 10:19pm
Posted
2003-09-18 10:19pm
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changetarget when triggered, will "change" its target to whatever you set. but that still wouldnt make the triggering of the game_text ents random.
Re: game_textand the multimanager
Posted by Wild Card on
Thu Sep 18th 2003 at 10:26pm
Posted
2003-09-18 10:26pm
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well, its better than nothing, me gets to work on it.
Re: game_textand the multimanager
Posted by Cash Car Star on
Thu Sep 18th 2003 at 10:36pm
Posted
2003-09-18 10:36pm
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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 [color=white][color=gold]PAIR1 again. It won't be random, but it will cycle through.[/color][/color]
[color=white]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.[/color]
Re: game_textand the multimanager
Posted by Gollum on
Thu Sep 18th 2003 at 11:03pm
Posted
2003-09-18 11:03pm
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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.
Re: game_textand the multimanager
Posted by GrimlocK on
Fri Sep 19th 2003 at 6:39am
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Yea, I would post a long drawn out description on the set up to generate random triggering (such as the sounds in my concept map) but Gollum hit it dead on, follow his advice :smile:
Re: game_textand the multimanager
Posted by Wild Card on
Fri Sep 19th 2003 at 1:31pm
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Thanks Gollum, I`ll give it a try later today if I have time.
Re: game_textand the multimanager
Posted by Gollum on
Fri Sep 19th 2003 at 1:41pm
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No problem, and good luck :smile: There's an article somewhere on the VERC collective site (or whatever they call themselves these days) that goes into more details. I believe the technique was originally devised by MazeMaster.
Re: game_textand the multimanager
Posted by Wild Card on
Fri Sep 19th 2003 at 1:55pm
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I cant seem to find any of their tutorials theses days. I just look here or at Vlatitude. But neither talk about this.
BTW: Im in programming right now but I managed to make the beam trigger. I have the env_beam in the center and 4 info_targets surrounding it. The beam starts at the env_beam and finishes at the info_targets. Between the 2 entities, is a func_button. It does not have a name but it does target the game_text entity. How do I make the beam and buttons invisible and can I make them that you can go through them? Cause at the moment the player falls through them. Or should I move it elsewhere.
As well, will the taunt only be displayed to the player who triggers it?
Re: game_textand the multimanager
Posted by Wild Card on
Fri Sep 19th 2003 at 1:57pm
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never mind about the last question, I didnt see the "all players" flag in the game_text propreties. My bad.
Re: game_textand the multimanager
Posted by Gollum on
Fri Sep 19th 2003 at 4:36pm
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There's no need to make the beam and the buttons invisible and passable. All you have to do is hide them :smile:
Just make a completely separate box somewhere outside the main map, and put your entity setup there. In fact, it will be a new hull - a totally cut-off little world :biggrin:
So long as there are some entities in a hull, it will not be removed by the compile tools. The player can never get to it. But make sure you don't place it "behind" some sky, or it might be seen.
I always use this method when I have some visible or solid entities that I want to hide. The only disadvantage is that the effect often stops working under a cordon compile, but that hardly matters.
Re: game_textand the multimanager
Posted by Wild Card on
Fri Sep 19th 2003 at 6:03pm
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Ok, I will do that. But whats a cordon compile?
Re: game_textand the multimanager
Posted by Cash Car Star on
Fri Sep 19th 2003 at 6:38pm
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One of the few real neat tools you WC users have that QuArK has no true analog for - it lets you compile only a certain section of your map. Great for testing lighting in a room.
I use huge junk brushes in QuArK to get a similar effect, but it can make CSG chug a bit.
Re: game_textand the multimanager
Posted by Wild Card on
Fri Sep 19th 2003 at 6:43pm
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:eek: where do you guys read about all this stuff?