Start Game / End Game Triggers

BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
<div class="IPBDescription">Do they exist?</div> Heh, thought I was done with HL-based mapping but looks like NS has drawn me back in.

Anyway, anyone know of anything like an on_game_start or on_game_end trigger? Or any entities that have similar functionality? It seems that a trigger_auto isn't really implemented in NS, and I'd like to have triggers for both the start and end of rounds if possible. Right now the only solution I've come up with is to fill the entire map sans ready-room with a huge trigger_presence, which will work but is a little inefficient. Anybody know of a simpler alternative?

--BreadMan

Comments

  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    edited December 2002
    Ok, so I discovered a problem with the above workaround: if a marine jumps in the command chair he's no longer recognized by the trigger_presence. So potentially, if a marine were to enter the game while everyone is still in the readyroom and took command, it would fire the end-of-game triggers.

    Of course, I think you could solve this by having two trigger_presence's, one for each team, with a multi_source so you would have to have a player on each team before the start-of-game triggers fired (I have the marines starting behind closed doors that open when the game starts, so this would stop a player from taking command until the trigger is fired). But then this way the aliens would be able to rush really easily. Perhaps I could have some func_wall_toggles around each hive labeled "game not yet started" or "waiting for teams to fill" and turn them off once there is a player on each team. It could work, but it still seems like its a lot of work and inefficiency.

    So back to my original question, are there triggers anywhere in the fgd for start-of-game and end-of-game?
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    (Fixing incorrect topic date due to server issue)
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    I'm not sure if they work in NS or not, but you could use valve's 'game' entites. Don't quote me on this, but if I remeber correctly they allow you to set 'events' for the begining and end of rounds, maps, etc. Like I said, I'm not positive, and its been a long time since I tinkered with them...
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    do you mean event trigger like these?
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    1) game_playerdie: entities with this name will be triggered when a player dies

    2) game_playerkill: entities with this name will be triggered when a player is killed

    3) game_playerjoin: entities with this name will be triggered when a player joins the server

    4) game_playerspawn: entities with this name will be triggered when a player spawns

    5) game_playerleave: entities with this name will be triggered when a player leaves the game
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Maybe, sounds about right. As I said, its been a long time since I messed with them. Plus they might be broken in NS. Anyone care to test that?
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