Fixing The Hive Trigger

Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
<div class="IPBDescription">would this work, how would I do it?</div> As we know, the team_hive entity fails to retrigger between round restarts.
Would it work if when it originally goes off, you click another entity into the on position, then, on a round start it checks to see if the entity is in the on position, if it is, it clicks it off and anything else that the team_hive entity would have turned on. If its off, it doesn't do anything?
Ex, I have a door that opens when the hive goes up.
Hive goes up, it closes the door and the feedback entity.
round ends.
round starts. round start entity checks the feedback entity. If on, it closes the door. If off, it doesn't do anything.
If the hive is killed, it closes the door.

Now, since I'm not a mapping guru, what entities would I best use to achieve this?

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    trigger_relay , trigger_state , multisource
    1.1 hopefully fixes all entity resets.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Hey, Ollj what was your most complex entity-setup ever for a single purpose? I once had over 40 or so for a code lock <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> - then I gave up.
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    I once had over 200 entities that was a master timer and random trigger (customizable to several random triggers and probabilities from .01 to 1 in increments of .01), and then I found some entities called random, and timer...
  • CrashCrash Join Date: 2002-11-01 Member: 3395Members, Constellation
    My most complex entity structure had about 743 entities. It didn't actually do anything though...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I made an elevator/system with 10 triggers - and it did not work right.
    Thought I need more, added 10 more, still did not work.
    Deleted a few, down to 5 at all, still did not work.
    next day...
    Deleted everything but the basics, works fine and is just right.
    somnetimes simpler is better.

    Now my elevators are doors with the "toggle" and "use only" flag set.
    A part of the elevator has a toggling button-texture.
    Using the elevator button makes the button switch and the elevator move.
    Usng the elevator switches the button and move the elevator, too, because the whole "elevator" acts as "door" that moves when you touch it, but thats just fine because NS likes maps with less entities.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    btw... on some screenshot from hl2 it looks like you can enter complete boolean equations for triggers now. i think it is not impropable. hl1 scripting only offers exactly the features valve's mappers requested. a general scripting language would make everything easier. (programers now what they have to program, designers can create any entity combination they want)
    Operation Flashpoint is a good example for game scripts. It let's you move objects to any location, give orders to NPCs, delete, create, heal, damage objects... and offers all the general mathematic expressions. Only the netcode was not implemented to its best :/
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Digital Clock set-up:
    48 path_corners
    6 func_trains
    1 multimanager
    1 trigger_auto

    That was probably the most expensive in terms of entities, but not the most complicated. The most complicated I ever made was a working two-floor elevator that had a set of doors that followed the elevator, but didn't use Spirit of HL's movewith options.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    omg... so there were lots of env_renders, right?
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