Resetting Weld Targets

kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
<div class="IPBDescription">hi2u!</div> Basically I've got a weld point, which fires some exploding crates when triggered, which in turn break glass. On the start of the second round, welding wont fire the crates, and chomping the crates makes them explode, but wont make the glass break.

I've created a trigger_random, set shortest and longest fire time to 0, and delay before reset to -1, start on flag set.
the trigger_random targets two trigger_relay, both set to on, one points to the window, and another to the crates.

any ideas?

Comments

  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=24222' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=24222</a>

    I haven't seen any mention of this in the NS 2.0 change listings, but it may have been silently fixed.
  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    yup, I understand what that post says, but what I can't figure out is how to actually use the trigger_random to reset the func_breakable to break the window the second time around.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    AFAIK you can't--there isn't any map-level method for unbreaking a func_breakable.
  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    <!--QuoteBegin--XP-Cagey+Jul 23 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Jul 23 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->AFAIK you can't--there isn't any map-level method for unbreaking a func_breakable.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    the breakable unbreaks fine at the beginning of round 2, it just wont break again.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    The brush for the breakable resets to it's 'unbroken' state. But the func_breakable it's self is still broken, and so won't break again. Hopefully this will be fixed in 2.0.

    What effect are you trying to achieve with the func_breakables? If it isn't fixed there's probably a way around it.
  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    <!--QuoteBegin--Shadowics+Jul 24 2003, 12:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 24 2003, 12:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The brush for the breakable resets to it's 'unbroken' state. But the func_breakable it's self is still broken, and so won't break again. Hopefully this will be fixed in 2.0.

    What effect are you trying to achieve with the func_breakables? If it isn't fixed there's probably a way around it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    basically it's just a fun map. the aliens are divided from the marines by a big glass wall. the marines can destroy it by welding a weld point, which in turn makes some crates explode on the other side of the glass, which make the glass break. or the aliens can just chomp on the crates and make them explode, and in turn also break the glass.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    The usual method of resetting a func_breakable the hard way is to not use a func_breakable but a clever combination of func_button with a large negative lip value and a large speed, env_explosion, env_shooter and possibly ambient_generic. Perhaps in this case func_door would actually be better then func_button.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    I was thinking along those lines Wolv, but why a func button? What is a player happened to be touching it when it exploded? Have a func_walltoggle for the crates and the windows, env_explosion for the crates, and env_shooters for the window and crates. The tricky part would be to make is so that the crates could be chomp-able in addition to being broken by welding. While that's entirely possible, you get back to the same problem. After the first round aliens couldn't chomp open the wall, they'd have to wait for the marines to weld it.
  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    hmm. trying to think of another way to do this... the weld point and crate idea looked pretty cool, but it seems I'll have to get rid of the crate. any ideas on what the aliens can do to break the glass? I'm just gonna use a wall toggle for the glass btw, and some explosions.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Well, If we're lucky func_breakables wil reset properly in 2.0. Maybe you could work on a different part of your map for a week? There isn't really anything you could have the aliens do that would reset properly at the moment AFAIK. One possibility is you could have the glass break if the aliens got all three hives up. Not sure how that would fit in your map though.
  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    yeah, best if I just wait now. this was kind of my first map that was completely playable, unfortunately for only one round. nothing special though, just some really simple rooms and hallways. Today I started looking into building more serious maps, and I've been expirimenting with NS style gloomy hallways and such. still kind of adjusting to additive mapping, I'm just so used to carving out maps with unreal ed and other engines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    The reason I inititially mentioned func_button is because this method is used to create resettable objects that can be "broken" by shooting them (by using the damage property on the func_button). In this case it probably isn't your preferred entity.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    The health property in a func_button (damage is how much crush damage it does) doesn't work in NS. No matter how high you set it the button will trigger after 1 shot.
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