Monsterous multi_manager problem

Monsterous multi_manager problem

Re: Monsterous multi_manager problem Posted by matt on Sun Jul 25th 2004 at 11:09am
matt
1100 posts
Posted 2004-07-25 11:09am
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Ok, I've drawn a picture of this in paint to aid my explanation - I've got 6 func_trains, each with its own path_corner in the middle of it, and one path_corner called egon_home which is each of the func_trains first stop. When the multi_manager is triggered, I want the 6 stones to go to their respective path_corner. The problem is I have one path_corner with only one first stop - so I can't target each of the func_trains in turn. Anywhoo, heres the picture:

User posted image
Re: Monsterous multi_manager problem Posted by wil5on on Sun Jul 25th 2004 at 11:13am
wil5on
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Posted 2004-07-25 11:13am
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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
matt
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Posted 2004-07-25 11:14am
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Thats the last ressort wil5on
Re: Monsterous multi_manager problem Posted by wil5on on Sun Jul 25th 2004 at 11:15am
wil5on
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Posted 2004-07-25 11:15am
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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
matt
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Posted 2004-07-25 11:16am
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
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
wil5on
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Posted 2004-07-25 11:17am
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Until he shows up, lets stop spamming this board.
Re: Monsterous multi_manager problem Posted by matt on Sun Jul 25th 2004 at 11:17am
matt
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Posted 2004-07-25 11:17am
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Ok then.
Re: Monsterous multi_manager problem Posted by ReNo on Sun Jul 25th 2004 at 2:10pm
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Posted 2004-07-25 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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Posted 2004-07-25 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
matt
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Posted 2004-07-25 4:58pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
I think you might be righ ReNo.
Re: Monsterous multi_manager problem Posted by ReNo on Sun Jul 25th 2004 at 5:29pm
ReNo
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Posted 2004-07-25 5:29pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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
Gorbachev
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Posted 2004-07-25 6:36pm
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The door idea would be a lot easier on the game.
Re: Monsterous multi_manager problem Posted by wil5on on Mon Jul 26th 2004 at 6:36am
wil5on
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Posted 2004-07-26 6:36am
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
ReNo said:
I think Wilson is right though
Send meh summa that bl00 :biggrin:
Re: Monsterous multi_manager problem Posted by matt on Mon Jul 26th 2004 at 2:53pm
matt
1100 posts
Posted 2004-07-26 2:53pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
yeah man :bandit: