Func_breakable

NEO_PhyteNEO_Phyte We need shirtgons! Join Date: 2003-12-16 Member: 24453Members, Constellation
<div class="IPBDescription">prob</div> ok, so this makes sense, i have to explain how this problem was found

(playtesting my amp)

i start the round using sv_cheats (i AM running it in a server)
give myself a welder
weld my weldable
machine thingy starts, malfunction, triggers alarm, and blows up, leaving a gaping hole in the wall (and anyone who was standing nearby)
*stuff happens*
round ends
new round (everything resets)
start round by reactivating sv_cheats
give myself welder
weld
machine thiny starts, malfunction, triggers alarm, then sits there


the triggers reset, the weldable resets, the breakables reset, but for some reason, i cant trigger the death of the breakables again

this happens with and without "trigger only" being set

WHY?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I think when they break once they stay broken and arent reset (perhaps a bug in the func_breaklable?)

    maybe you could use a func_wall_toggle and a env_explosion for the uhm explosion <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ?
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    edited May 2004
    no, the breakables are reset (they are unbroken in the 2nd round)

    i imagine that they would die if i did enough damage
    (~999999999999999999999999999) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    the problem is that they arent being trigger-destroyed
    it works in the first round, but unless the map is reloaded, it wont work again

    ::edit::
    its a CO map, does that matter?


    ::edit2::
    KOUJI SAN IS A DEMON!!!!!!!!!!!!
    LOOK AT HIS POST COUNT!!!

    ::edit3::
    oops, wrong pic
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><img src='http://www.unknownworlds.com/forums/uploads//post-34-1085861366.jpg' border='0' alt='user posted image' /><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    hahaha made me fall of my chair <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Weird... But, co_maps arent my peice of pie so can't realy say anything there:P
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-error 404 name not found+May 29 2004, 11:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (error 404 name not found @ May 29 2004, 11:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no, the breakables are reset (they are unbroken in the 2nd round)

    i imagine that they would die if i did enough damage
    (~999999999999999999999999999) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    the problem is that they arent being trigger-destroyed
    it works in the first round, but unless the map is reloaded, it wont work again

    ::edit::
    its a CO map, does that matter?


    ::edit2::
    KOUJI SAN IS A DEMON!!!!!!!!!!!!
    LOOK AT HIS POST COUNT!!!

    ::edit3::
    oops, wrong pic <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Could you post a list of the triggers leading to the breakables (e.g. A (type) triggers B (type) triggers C (func_breakable) )? It could be that the breakables are reset properly but the triggers are using toggles--if that's the case they'd send an 'on' signal the first time to activate the breakable and an 'off' signal the second time, doing nothing--many of the more complex HL entities have this behavior, and it's caused plently of headaches in the past.
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    edited May 2004
    hmmmm

    the weld entity literaly triggers ALL of the events afterwards, just with different time delays

    ccould it be the fact that my trigger_relay for the detonation was set to on for its "trigger state"

    /me changes to toggle and starts recompiling
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
  • RipzawRipzaw Join Date: 2004-05-09 Member: 28560Members
    <!--QuoteBegin-Kouji San+May 29 2004, 03:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ May 29 2004, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><img src='http://www.unknownworlds.com/forums/uploads//post-34-1085861366.jpg' border='0' alt='user posted image' /><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    hahaha made me fall of my chair <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Weird... But, co_maps arent my peice of pie so can't realy say anything there:P <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No you only make "r0xing" maps. Meh. Just because you make good maps <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    *sniffle*
    the only solutions ive seen so far require redoing the entire sequence (and would lose the cool gibbing effect (the env_shooter drops all gibs from the same point, while the func_breakable makes gibs throughout its brushes))

    im also thinking of having the sequence kill some of the lights (because there ARE 2 other generators in there, so it wouldnt kill all of the main lights)
  • Night_EagleNight_Eagle Join Date: 2003-11-07 Member: 22373Members
    edited May 2004
    Instead of a relay, use a func_button hidden in one of your thick walls where no one can access it. Try that.
    BTW: func_button is a brush
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    edited May 2004
    i know func_button is a brush you nubcake


    :edit:
    srry, but the button idea didnt work either :edit3: ok, it DID work, but it didnt solve my problem <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <b>im thinking that something about the func_breakable doesnt like being trigger-killed multiple times</b>
    :edit2: thinking over it some more i think that mr. bold text here is the prob (because my hive's trigger on death func_breakable only works once as well)


    hmmm, does a trigger_hurt harm func_breakables?
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    until i can get a solution, the sequence this is effecting hase been removed from the map
    (and is sitting in a rmf to await further tests later)
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