Re: Monsterous multi_manager problem
Posted by wil5on on
Sun Jul 25th 2004 at 11:13am
Posted
2004-07-25 11:13am
wil5on
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Youre going to need to put 6 path_corners in the exact same spot, 1 for each stone, so you can set each stone to go to their respective destinations.
It sucks I know, but theres no way around it that I know of
Re: Monsterous multi_manager problem
Posted by matt on
Sun Jul 25th 2004 at 11:14am
Posted
2004-07-25 11:14am
matt
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Thats the last ressort wil5on
Re: Monsterous multi_manager problem
Posted by wil5on on
Sun Jul 25th 2004 at 11:15am
Posted
2004-07-25 11:15am
wil5on
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Its the only resort Matt.
Re: Monsterous multi_manager problem
Posted by matt on
Sun Jul 25th 2004 at 11:16am
Posted
2004-07-25 11:16am
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Gollum might be able to help - he knows complex entity problems inside out.
Re: Monsterous multi_manager problem
Posted by wil5on on
Sun Jul 25th 2004 at 11:17am
Posted
2004-07-25 11:17am
wil5on
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Until he shows up, lets stop spamming this board.
Re: Monsterous multi_manager problem
Posted by ReNo on
Sun Jul 25th 2004 at 2:10pm
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Gollum has been away for quite some time I'm afraid, dunno when he'll show up again. Is this for a contest entry? If it is I wouldn't wait around for a reply.
I think Wilson is right though, I can't see anyway to set this up other than piling up unique path_corners. Are there any entities that allow you to change any setting of another entity? If so (I believe SOHL might allow this) you could probably set it up using that, but I imagine you would need one of these for each func_train, thereby piling up more entities anyway. You might as well just use 6 different path_corners, its the most straightforward, albeit slightly clumsy, solution.
Re: Monsterous multi_manager problem
Posted by fishy on
Sun Jul 25th 2004 at 3:18pm
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if this setup is supposed to work the way i think you want it to work, wouldn't it be simpler to have six func_doors all starting where the egon_home path corner is, and have differing lip values, so that they move to their respective positions?
Re: Monsterous multi_manager problem
Posted by matt on
Sun Jul 25th 2004 at 4:58pm
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I think you might be righ ReNo.
Re: Monsterous multi_manager problem
Posted by ReNo on
Sun Jul 25th 2004 at 5:29pm
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I hadn't really thought about the overall effect, but now I do, I think Fishy has the best answer. It will only require 6 entities (each door) that way, and trains are notorious for being awkward in deathmatch while doors are probably more reliable.
Re: Monsterous multi_manager problem
Posted by Gorbachev on
Sun Jul 25th 2004 at 6:36pm
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The door idea would be a lot easier on the game.