Func_random
GiGaBiTe
Join Date: 2003-10-07 Member: 21489Members
i have looked for tutorials on how to make this entity work (and was unsuccessful.) and even looked at the way other maps used the func_random entity (ex. ns_siege007) but i cant seem to get a time delay door to open could one of you expert mappers tell me how, or make some map that shows how it works or a tut somewhere. any help would be appreciated. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> + <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> = <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
what .fgd are you using?
decompile some of the siege maps (ex. siege007) they all use the func_random to use time delay doors lol.
the keyvalues look something like this
name
shortest time
longest time
target on fire
ect...
i dunno go decompile a siege map and look at what entities it uses and how they seem to work
(like in a siege map)
I haven't noticed anyone giving someone an RMF.
Just an observation.
quote from mapping guidelines:
<!--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-->
trigger_random (point entity)
Purpose: Fires one target from a list -- can be set to fire with random delays
[...]
Notes: This entity works like a multimanager: place the names of its targets as fields with a delay as the value. The trigger_random will select one entry out of the set you provide when triggered and fire it after the delay has passed.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Im not to sure how you set it up (im at my parents house for the holidays and don't have vhe here so cant check) But basicly you take off the smart edit (its a button in the entity properties). In the usual editing window will be a list of commands, you just add one as explained in the notes section of the mapping guildelines. In the field type the name of one of you're randomly triggered entities and enter the delay time for triggering (usually 0). You can add more than one target if you want the trigger_random to select out of a few entities.
A few usages : randomly trigger ambiance sounds or trigger a particle system a random times for small bursts of steam...
<a href='http://www.natural-selection.org/Mapping_Guidelines.html#trigger_random' target='_blank'>link to the trigger_random section in the mapping guidelines</a>
WARNING trigger_random 0 entities targeted/inhibited
even though the door is clearly named correctly in the trigger_random target box and its name is correct, i just dont get it lol. might have to give up on this map because these timed doors were the key to the whole map.
OK, the masterwork better known as ns_siege007 uses a trigger_random to target the doors to the siege halls:<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->{
"siege" "value"
"minfiretime" "930"
"wait" "-1"
"maxfiretime" "930"
"spawnflags" "1"
"classname" "trigger_random"
}<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
There are 8 doors involved, one example being:<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->{
"angles" "-90 0 0"
"targetname" "siege"
"lip" "4"
"wait" "-1"
"stopsnd" "8"
"movesnd" "7"
"speed" "40"
"renderamt" "255"
"rendermode" "4"
"rendercolor" "0 0 0"
"spawnflags" "32"
"classname" "func_door"
}<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Then there's a bunch of trigger_relays, ambient generics, func_wall_toggles and lights involved to make the beeping sound and light colors.