<!--quoteo(post=1589048:date=Dec 15 2006, 05:36 PM:name=BigD)--><div class='quotetop'>QUOTE(BigD @ Dec 15 2006, 05:36 PM) [snapback]1589048[/snapback]</div><div class='quotemain'><!--quotec--> ... The func_plat is the same as the door out of the floor, but the altitude is -24 and it is starting inside the floor.
I also have "toggle" turned on for everything. (Though I don't remember any reason for this...) ... <!--QuoteEnd--></div><!--QuoteEEnd--> Well the Valve-ERC is kinda vague on the usage: <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->height (integer) Travel altitude (can be negative) (default: 0) - This is the distance the object will move. do not set this to a negative value. <!--QuoteEnd--></div><!--QuoteEEnd--> Seems like it says 'It can be negative, but dont set it to a negative value'
But they also say: <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The plat must be drawn in its extended (raised) position, but it will start at its normal (lowered) position in the level. <!--QuoteEnd--></div><!--QuoteEEnd--> see reference link :<a href="http://collective.valve-erc.com/index.php?ent=func_plat" target="_blank">vERC Entity list</a>
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2006
Toggle is needed if you have reset set to -1 (stay) and want to trigger it closed again...
However in your case (combat) you dont need to check if a hive has been built or has just died. You can just use doors to start infesting the area when the round starts (gamestartedstatus). Then when the round ends it all resets like it should ^^
Classic maps arent't possible, since you can't reset the infestation during a round with targetondeath not working...
With a speed of 0.1 it would take a door of 100 grid units 1.000 seconds to complete infestation --> 16 minutes
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Is there any way to get <b>trigger_presence</b> to detect the spawning and death of a hive?
If this was possible, then the doors could be opened on detect on enter and then closed on detect on leave (or the other way around if you prefer <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited December 2006
<!--QuoteBegin-LionusPrime on the TS forums+--><div class='quotetop'>QUOTE(LionusPrime on the TS forums)</div><div class='quotemain'><!--QuoteEBegin-->
EDIT: grah, it didn't work, and I think I know why. TS uses it's own ts_wingiver entity to end the round, not the halflife game_end entity. According to the HL engine, the round doesn't end... This sucks...
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this may tie in with our problems. Basically he couldn't get some things to reset on round end, and the reason was that half-life's end game entity was not being used, hence why things are not resetting.
Is there anyway to get this entity activated in NS when the round ends? This would then reset ALL entities to their original state.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1589259:date=Dec 16 2006, 03:00 PM:name=NEX9)--><div class='quotetop'>QUOTE(NEX9 @ Dec 16 2006, 03:00 PM) [snapback]1589259[/snapback]</div><div class='quotemain'><!--quotec--> put a one way switch i the ready room trust me people will push it at the end of each map <!--QuoteEnd--></div><!--QuoteEEnd-->
Yes people will also push it when they join the server in the middle of a round, and that will cause al sorts of problems.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
There area already many threads on this forum on how to reset entities. No need to put the explaination in here.
basicly there are 2 ways
1. trigger_random (setup to trigger when everything resets) with a multimanager 2. naming entities gamestartedstatus (will trigger at the end of the start ping sounds)
Search for them <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
As for trying to detect a hive with with a trigger_presence or trigger_multiple or trigger_once... All other stuff is detected (buildings/alien projectile weapons/grenades) exept the hive. So it won't work :/
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Found something rather silly wiith this in classic <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
When using a func_door on the floor with an angle UP, without tagging the passable flag. Any building built on this infestation brush will reset their animation sequence for a fraction of the sequence each time the door moves up a little bit <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
So the solution to this (if someone wants to use this in a classic map) is to check the passable flag and make sure the infestation on the floor isn't to thick for the noneclipping to look bad...
I think the toggle on the doors might, <i>might</i> have been what was screwing them up on round reset. Since like you say, it should reset on round start anyway. I'll confirm this tonight when I start messing around a bit more with this.
Also, I read that verc article on func_plat... after I made one the way I described. :o
So, then I shut off toggle on the func_plat. This gave me a "backwards mins/maxs" error when I went to load the map. (This is a note for people searching for a possible reason they are getting that error!) Put the func_plat back to toggle on, and it works. Maybe this is related to my negative altitude?
Either that or I <i>suspect</i> that the verc guide is outdated, seeing as to how I have given the value a negative and it <i>is</i> working (with toggle on). I'm willing to bet that perhaps it's the <i>speed</i> that can't be negative, since that simply wouldn't make sense anyway. At any rate, I'm going to try drawing it in the up position with a positive value and see if it really starts in the lowered position. (Because boy, that <i>would</i> be nice if it did.) I'm sure someone with experience with func_plats can confirm this is the case but I've never used'em before!
<!--QuoteBegin-NEX9+--><div class='quotetop'>QUOTE(NEX9)</div><div class='quotemain'><!--QuoteEBegin-->as long as we are all learning some thing : )<!--QuoteEnd--></div><!--QuoteEEnd--> QFT! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I have yet to test it on a server, I really hope the network environment doesn't screw it up. (Which I've seen with a previous maps elevator system. It should be sturdier given the relative simplicity.)
Basically, each piece of tendril is a func_door, starting open, as described earlier. I ditched the platforms because they had to start under the floor, and as I quickley found, rad won't light'em up then.
I also ditched the multimanager and am now kickin' it old school with trigger_relay's. I'll explain why in a bit.
I'm also growing my pieces much, much faster. The movement doesn't look so jerky, and doors shouldn't be caught between end game -> new game start, as that really caused them to glitch. (I think I described this phenomenom as the reason I experimented with func_platforms.) I still want the infestation to grow over the course of about 15 minutes, so basically, I have a tendril grow quickley, then wait a while for the next tendril to start growing.
Each func_door within in a tendril (some tendrils contain 3 seperate func_doors) fires on close the next func_door in the tendril. So a part of the tendril grows, stops, the next part grows. (This is what worries me when it has to run over a network. My elevators in co_nadir worked perfectly when loaded on my machine, but screwed up a lot over the network... that was a year or two ago now though so meh.)
When the end piece of the tendril grows, it fires on a trigger relay. Now I use this because the trigger relay lets me set the state. (This is important.) So the trigger waits a moment, then fires the door to the on state. Being able to set the state means that I should never see infestation growing into the ground.
The reason I could see stuff going into the ground is because, like a multimanager, when the round ends, the timer is still going on these damn things. So a new round begins, and all of a sudden, the third tendril starts growing. But, the round started the other timers, and when it gets back to the third tendril which was already grown out of the ground, without being able to specify the state, it would end up going back into the ground! (Which just looks silly.) Starting the game and having a piece of the infestation already grown is more than acceptable though.
Anyway, that's where I am with this. I really like the effect so far. It's subtle and not too gimmicky. It adds to the entity count and the r_speeds a good bunch though, too.
--
As a side note, I <i>just</i> realized that a trigger relay would let the trigger random fire any of the doors without worrying about it growing into the ground, which was something that stopped me from using trigger_random instead of this predictable nonsense. Hmm... I wanted to release the damn map in the next few days, but that's too tempting to not try again. D'oh.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Hmm very interesting, btw you can get them to be lit if you put 0.1 in the _minlight. it will be lit without black faces, but might not look to good if you have colored lights near it...
<!--quoteo(post=1604469:date=Feb 7 2007, 08:31 AM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Feb 7 2007, 08:31 AM) [snapback]1604469[/snapback]</div><div class='quotemain'><!--quotec--> Hmm very interesting, btw you can get them to be lit if you put 0.1 in the _minlight. it will be lit without black faces, but might not look to good if you have colored lights near it... <!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, this got me reading about the zhlt light entity flags, which I've not used much, and I think ideally the light_origin option in the func_platforms would work the best:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->light_origin can be used to place a brush based entity to a new location for the purposes of lighting. Typical use requires placing an info_target at the relevant location, and then setting the light_origin to point the info_target's name. If the entity is opaque, it will also cast shadows from that location in addition to being lit as if it were there. <!--QuoteEnd--></div><!--QuoteEEnd-->
Not sure how dynamic lights would work with this though, as I have a large slowly pulsing light in my hive.
Gah, either way, now that I got the trigger_random telling each tendril to grow (slapped it together quicker than I figured I would), I'm quite happy with it anyway so I'll stick with me doors! Future maps could probably find the information I've found to be useful anyway. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Comments
...
The func_plat is the same as the door out of the floor, but the altitude is -24 and it is starting inside the floor.
I also have "toggle" turned on for everything. (Though I don't remember any reason for this...)
...
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well the Valve-ERC is kinda vague on the usage:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->height (integer) Travel altitude (can be negative) (default: 0) - This is the distance the object will move. do not set this to a negative value.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Seems like it says 'It can be negative, but dont set it to a negative value'
But they also say:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The plat must be drawn in its extended (raised) position, but it will start at its normal (lowered) position in the level.
<!--QuoteEnd--></div><!--QuoteEEnd-->
see reference link :<a href="http://collective.valve-erc.com/index.php?ent=func_plat" target="_blank">vERC Entity list</a>
However in your case (combat) you dont need to check if a hive has been built or has just died. You can just use doors to start infesting the area when the round starts (gamestartedstatus). Then when the round ends it all resets like it should ^^
Classic maps arent't possible, since you can't reset the infestation during a round with targetondeath not working...
With a speed of 0.1 it would take a door of 100 grid units 1.000 seconds to complete infestation --> 16 minutes
0.01 would 10.000 seconds (166minutes)
(size of brush/door speed)/60=minutes
If this was possible, then the doors could be opened on detect on enter and then closed on detect on leave (or the other way around if you prefer <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
EDIT: grah, it didn't work, and I think I know why. TS uses it's own ts_wingiver entity to end the round, not the halflife game_end entity. According to the HL engine, the round doesn't end...
This sucks...
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this may tie in with our problems. Basically he couldn't get some things to reset on round end, and the reason was that half-life's end game entity was not being used, hence why things are not resetting.
Is there anyway to get this entity activated in NS when the round ends? This would then reset ALL entities to their original state.
put a one way switch i the ready room trust me people will push it at the end of each map
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes people will also push it when they join the server in the middle of a round, and that will cause al sorts of problems.
basicly there are 2 ways
1. trigger_random (setup to trigger when everything resets) with a multimanager
2. naming entities gamestartedstatus (will trigger at the end of the start ping sounds)
Search for them <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
As for trying to detect a hive with with a trigger_presence or trigger_multiple or trigger_once... All other stuff is detected (buildings/alien projectile weapons/grenades) exept the hive. So it won't work :/
When using a func_door on the floor with an angle UP, without tagging the passable flag. Any building built on this infestation brush will reset their animation sequence for a fraction of the sequence each time the door moves up a little bit <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
So the solution to this (if someone wants to use this in a classic map) is to check the passable flag and make sure the infestation on the floor isn't to thick for the noneclipping to look bad...
Also, I read that verc article on func_plat... after I made one the way I described. :o
So, then I shut off toggle on the func_plat. This gave me a "backwards mins/maxs" error when I went to load the map. (This is a note for people searching for a possible reason they are getting that error!) Put the func_plat back to toggle on, and it works. Maybe this is related to my negative altitude?
Either that or I <i>suspect</i> that the verc guide is outdated, seeing as to how I have given the value a negative and it <i>is</i> working (with toggle on). I'm willing to bet that perhaps it's the <i>speed</i> that can't be negative, since that simply wouldn't make sense anyway. At any rate, I'm going to try drawing it in the up position with a positive value and see if it really starts in the lowered position. (Because boy, that <i>would</i> be nice if it did.) I'm sure someone with experience with func_plats can confirm this is the case but I've never used'em before!
<!--QuoteBegin-NEX9+--><div class='quotetop'>QUOTE(NEX9)</div><div class='quotemain'><!--QuoteEBegin-->as long as we are all learning some thing : )<!--QuoteEnd--></div><!--QuoteEEnd-->
QFT! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I have yet to test it on a server, I really hope the network environment doesn't screw it up. (Which I've seen with a previous maps elevator system. It should be sturdier given the relative simplicity.)
Basically, each piece of tendril is a func_door, starting open, as described earlier. I ditched the platforms because they had to start under the floor, and as I quickley found, rad won't light'em up then.
I also ditched the multimanager and am now kickin' it old school with trigger_relay's. I'll explain why in a bit.
I'm also growing my pieces much, much faster. The movement doesn't look so jerky, and doors shouldn't be caught between end game -> new game start, as that really caused them to glitch. (I think I described this phenomenom as the reason I experimented with func_platforms.) I still want the infestation to grow over the course of about 15 minutes, so basically, I have a tendril grow quickley, then wait a while for the next tendril to start growing.
Each func_door within in a tendril (some tendrils contain 3 seperate func_doors) fires on close the next func_door in the tendril. So a part of the tendril grows, stops, the next part grows. (This is what worries me when it has to run over a network. My elevators in co_nadir worked perfectly when loaded on my machine, but screwed up a lot over the network... that was a year or two ago now though so meh.)
When the end piece of the tendril grows, it fires on a trigger relay. Now I use this because the trigger relay lets me set the state. (This is important.) So the trigger waits a moment, then fires the door to the on state. Being able to set the state means that I should never see infestation growing into the ground.
The reason I could see stuff going into the ground is because, like a multimanager, when the round ends, the timer is still going on these damn things. So a new round begins, and all of a sudden, the third tendril starts growing. But, the round started the other timers, and when it gets back to the third tendril which was already grown out of the ground, without being able to specify the state, it would end up going back into the ground! (Which just looks silly.) Starting the game and having a piece of the infestation already grown is more than acceptable though.
Anyway, that's where I am with this. I really like the effect so far. It's subtle and not too gimmicky. It adds to the entity count and the r_speeds a good bunch though, too.
--
As a side note, I <i>just</i> realized that a trigger relay would let the trigger random fire any of the doors without worrying about it growing into the ground, which was something that stopped me from using trigger_random instead of this predictable nonsense. Hmm... I wanted to release the damn map in the next few days, but that's too tempting to not try again. D'oh.
Hmm very interesting, btw you can get them to be lit if you put 0.1 in the _minlight. it will be lit without black faces, but might not look to good if you have colored lights near it...
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, this got me reading about the zhlt light entity flags, which I've not used much, and I think ideally the light_origin option in the func_platforms would work the best:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->light_origin can be used to place a brush based entity to a new location for the purposes of lighting. Typical use requires placing an info_target at the relevant location, and then setting the light_origin to point the info_target's name. If the entity is opaque, it will also cast shadows from that location in addition to being lit as if it were there.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Not sure how dynamic lights would work with this though, as I have a large slowly pulsing light in my hive.
Gah, either way, now that I got the trigger_random telling each tendril to grow (slapped it together quicker than I figured I would), I'm quite happy with it anyway so I'll stick with me doors! Future maps could probably find the information I've found to be useful anyway. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />