Fixing The Hive Trigger
Fortuna_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?
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
1.1 hopefully fixes all entity resets.
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.
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 :/
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.