RT Target on Build/Destroy
StixNStonz
Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
<div class="IPBDescription">seems whack</div>I'm trying to make a room that is affected by whether or not the RT is built.
Its all set up, except for one thing; the RT continually sends the trigger. I have a func_door that is supposed to open and close depending on the RT being there or not. When i built the door, i had a simple button to trigger it while testing, and that worked fine. The settings for the doors are all in order, namely Toggle (which is the only relevant one here).
So the button works. But when the RT gets built, the door keeps opening and closing forever. I guess it continually sends the trigger while its built? That has to be a bug. And for my current situation, its actually hurting my map-in-progress.
My test map starts with a spawn, a CC, the RT and door and button in question, and two other RTs near the player spawn (since NS needs both a marine and an alien node capped, closest to the spawns). Those RTs do not have their triggers active. Everything is fine on mapload, and the button toggles the door open and closed. Its just when i drop the node that it continually triggers.
Thoughts?
Its all set up, except for one thing; the RT continually sends the trigger. I have a func_door that is supposed to open and close depending on the RT being there or not. When i built the door, i had a simple button to trigger it while testing, and that worked fine. The settings for the doors are all in order, namely Toggle (which is the only relevant one here).
So the button works. But when the RT gets built, the door keeps opening and closing forever. I guess it continually sends the trigger while its built? That has to be a bug. And for my current situation, its actually hurting my map-in-progress.
My test map starts with a spawn, a CC, the RT and door and button in question, and two other RTs near the player spawn (since NS needs both a marine and an alien node capped, closest to the spawns). Those RTs do not have their triggers active. Everything is fine on mapload, and the button toggles the door open and closed. Its just when i drop the node that it continually triggers.
Thoughts?
Comments
func_resource -->(target on build)--> multimanager (name resnodemanager, targets: 0 trigger_relay and 1 trigger_changetarget)
This trigger_changetarget will change the target of the trigger relay to empty
next
func_resource -->(target on destroy)--> multimanager (name: resnodereset, targets: 0 func_door and 1 trigger_changetarget)
This trigger_changetarget will change the target of the trigger_relay to target the door once more.
Now to reset the map on the nextround you can simply use the standard trigger_random+multimager combo to target the resnodereset multimanager to always start out with the correct target fields... I use the trigger_random+multimanager combo, because it gives me more options to reset stuff in the map if more stuff needs to be reset...
[edit]
BTW you posted it in the wrong forum, now all hell is gonnah break loose when a mod finds out!!! I suggest you start searching for a hiding place <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Your solution might work, but thats a lot of extra runtime entities that could all go wrong. I'll keep mapping and figure out a solution later... maybe a simple button in the room for the door, instead.
if i have to listen to another CO map realse thread i think ill pull my hair out