Re: counter problem
Posted by Mor7y on
Thu Dec 23rd 2004 at 10:37pm
Posted
2004-12-23 10:37pm
Mor7y
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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
Posted
2004-12-23 11:05pm
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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
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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
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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
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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
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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
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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.