Re: game_text and env_beam and trigger_multiple

Re: game_text and env_beam and trigger_multiple

Re: Re: game_text and env_beam and trigger_multiple Posted by Wild Card on Sun Sep 28th 2003 at 9:07pm
Wild Card
2321 posts
Posted 2003-09-28 9:07pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I've posted about this before, and now that I'm planing the BETA testing of my map within a day or 2 I still have this major problem.

A refresher.  A player falls off the cliff to certain death.  He triggers a taunt system comprised of 1 trigger_multiple, 1 env_beam, 4 info_targets, 4 func_buttons, 1 multimanager, and 4 game_text entities.

When the player falls, he goes through the trigger which targets the mm.  The mm activates the beam and deactivates it 1 second later.  The beam then randomly strikes towards one of the 4 info_targets for a duration of 1 second.  Between the env_beam and the info_targets are func_buttons.  When the beam strikes, it activates 1 of the buttons which then targets 1 of the game_text entities which in turn SHOULD display a taunt on the player's screen.

The system work fine, except it dosent display the taunt.  - Wait, I lied.  Ok, I nocliped to the taunt system and shot one of the buttons.  The taunt was displayed.  I nocliped through the trigger and then to the taunt box again and the beam was active and was triggering the button but no message appeared.

Again, with BETA release tonight or tomorow, I need this fixed ASAP.  I will still release the BETA even if this doesnt work, but for the final release to the world I'd like very much for it to work.

Thanks
-Wild Card
Re: Re: game_text and env_beam and trigger_multiple Posted by Cash Car Star on Sun Sep 28th 2003 at 9:15pm
Cash Car Star
1260 posts
Posted 2003-09-28 9:15pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
I think the problem is that your trigger is being disconnected from the player - the game_text is confused on who it should be sent to. Since the button is triggered directly by the beam, it is not considered player induced.

Here's how I'd try modifying the set-up: Have the trigger_mult trigger one of four mm's. This mm triggers both the beam (same beam for each mm) and the game_text (different game_text for each mm). Instead of having the buttons trigger the game_text, have them trigger a trigger_changetarget for the trigger_mult so that it points to a random one of the four mm's. This way, it should keep the right player in mind for the game_text and then it will randomly choose a message to send to the next player.

Granted, it will not be random for the first player to trip it, but everyone afterwards will be random.
Re: Re: game_text and env_beam and trigger_multiple Posted by Wild Card on Sun Sep 28th 2003 at 9:29pm
Wild Card
2321 posts
Posted 2003-09-28 9:29pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
wow.  can you re-write that in newbie language?  Sorry, I feel kinda dumb here considering I've been here for so long.  But it just dosent click at me.
Re: Re: game_text and env_beam and trigger_multiple Posted by Cash Car Star on Sun Sep 28th 2003 at 9:55pm
Cash Car Star
1260 posts
Posted 2003-09-28 9:55pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
This is gonna be difficult. This is not newbie stuff, but I can tell from your initial post that you understand more than you think you do; you took steps to analyze the problem perfectly.

The game_text, in order for it to show up on one player's screen, and not everybody else's, has to be initiated through a trigger sequence started by the player. I believe that the env_beam triggering something is messing up that sequence, since if you shoot a button directly, the message shows; but if the beam triggers it, it does not. So the solution here, is to keep the beams so that something random shows up, but to have the game_text triggered without going through the beam system.

Therefore, if there are four seperate multimanagers (mm1, mm2, mm3, mm4) which all operate the beam in the same manner, but all also trigger a seperate game_text, then the game_text should be displayed to the player. The trigger_multiple then would only need to have it's target field switched to each multimanager. It wouldn't work to have the change take place on the time the multiple is fired, so the idea is to have it give the player a message, and then randomly choose a game_text for it to show next time.

So the set-up is quite similar. You have the trigger_multiple, and it's pointing at mm1. Mm1 hits the beam on and off, but now also displays the game_text. The beam goes on and off, hits one random button. Now this button fires a trigger_changetarget (a different changetarget for each button). The trigger_changetarget targets the trigger_multiple, and gives the trigger_multiple a new multimanager to target (the multimanagers and trigger_changetargets are kinda paired up). This way, the game_text that it'll show will be randomized.

The changetarget is a tough entity to get the hang off, but once you've mastered it, it opens up tons of possibilities for entity set-ups.
Re: Re: game_text and env_beam and trigger_multiple Posted by Wild Card on Sun Sep 28th 2003 at 10:01pm
Wild Card
2321 posts
Posted 2003-09-28 10:01pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
change your post to an answer there CCS.

I am greatfull, I've learned much as well as the usage of the of the trigger_changetarget.

Unfortunatly I cannot add it for the BETA, I've started compiling, but it will be in the final version.
Re: Re: game_text and env_beam and trigger_multiple Posted by Tracer Bullet on Mon Sep 29th 2003 at 12:14am
Tracer Bullet
2271 posts
Posted 2003-09-29 12:14am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Wouldn't a multisource work as well? it would greatly simplify the setup as you would only need one mm/beam setup. that way only the game_text that is targeted (through ms) by both the one mm and the button it triggers through the laser would be displayed.

it seems like this would maintain both the randomization and the player-event connection.
Re: Re: game_text and env_beam and trigger_multiple Posted by Cash Car Star on Mon Sep 29th 2003 at 12:16am
Cash Car Star
1260 posts
Posted 2003-09-29 12:16am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
That could turn the game_text's on correctly, but I foresee having difficulty turning the multisources off correctly. You could use a whole slew of trigger_relay's with trigger states and env_globals to make it work, but I think that would be even more complicated.