counter problem

counter problem

Re: counter problem Posted by Mor7y on Thu Dec 23rd 2004 at 10:37pm
Mor7y
63 posts
Posted 2004-12-23 10:37pm
Mor7y
member
63 posts 125 snarkmarks Registered: Sep 3rd 2003 Occupation: School Location: in front of a PC
Okay, I am making a new kind of aim map for CS (NOT SOURCE), but I've bumped into a problem.

Each team is going to shoot 6 boxes at random numbers. Like, box 1
could be eliminated last, and as well could box 5. WHen all 6 is
destroyed, the opposite spawn is supposed kill the players in some way,
for example via some explosion.

The problem is that I've got it working the first round, but the next one, it's screwed. I've used 2 methods:

1: All 6 boxes blows up, and a trigger_hurt turns on, and exterminates
everyone in the spawn. The problem is that it's still on the next
round! You spawn and die immediatly. I've tried to mark Target Once at
flags, but it didn't seem to work...

2: I've tried to make the spawn break into pieces and then the players
would fall into some deadly water, but the next round, it don't want to
break!

I hope to get some solution for this map :smile:
Re: counter problem Posted by Junkyard God on Thu Dec 23rd 2004 at 11:05pm
Junkyard God
654 posts
Posted 2004-12-23 11:05pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
you could look into the map fun_allinone, that has sort of a reset function that you are looking for every round.

other that that, i have no idea
Re: counter problem Posted by fishy on Fri Dec 24th 2004 at 1:43am
fishy
2623 posts
Posted 2004-12-24 1:43am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
target the trigger_hurt a 2nd time, before the next round starts, and that should turn it off again.
Re: counter problem Posted by sXenoG on Fri Dec 24th 2004 at 1:51am
sXenoG
49 posts
Posted 2004-12-24 1:51am
sXenoG
member
49 posts 5 snarkmarks Registered: Dec 24th 2004
You can use a func_door jusr place it anywhere and have it target your
func_hurt to off. Each round the door will reset the func_hurt it
should work perfectly fine for me.
Re: counter problem Posted by Mor7y on Fri Dec 24th 2004 at 2:01pm
Mor7y
63 posts
Posted 2004-12-24 2:01pm
Mor7y
member
63 posts 125 snarkmarks Registered: Sep 3rd 2003 Occupation: School Location: in front of a PC
Fishy, I've tried a dosen of tries now, and I do not get that way to work. Some help?

I've thought of making one trigger they fall through to target the
trigger_hurt, but what about the winner team? Then their spawn will
blow, and it will be a never ending chain of suicides. I've tried to
make multiple game_counters with the same names, but it didn't work at
all. Heelp :razz:
Re: counter problem Posted by Andrei on Fri Dec 24th 2004 at 3:57pm
Andrei
2455 posts
Posted 2004-12-24 3:57pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Kill the trigger_hurt with a trigger_relay activated 5 seconds after the boxes are dead (use multi_sources and a multi_manager for this).
Re: counter problem Posted by Foxpup on Mon Dec 27th 2004 at 4:37am
Foxpup
380 posts
Posted 2004-12-27 4:37am
Foxpup
member
380 posts 38 snarkmarks Registered: Nov 26th 2004 Occupation: Student Location: the Land of Oz
First, make all the boxes target a multi_source. Then, you have your killing ent (trigger_hurt, env_explosion, whatever) have that multi_source as its master. Finally, have a concurrent multi_manager which triggers the killing ent continually.

This way, when all the boxes are killed, the multi_source unlocks the killing ent which is immediately activated by the multi_manager. When the next round starts, the boxes respawn, resetting the multi_source, and the killing ent is locked and doesn't activate until the boxes are killed again.