Game Start And Game End Triggering

HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
<div class="IPBDescription">Help?</div> Hey guys,

does anyone know the entities I would use to trigger events when the game starts and when the game ends..

What I want to do is to trigger a multimanager when the round starts and then trigger the same multimanager again when the round ends.. anyone have any ideas?

ta

Comments

  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    im not too sure if theres an entity to use, but when i wanted to do something like this, i put a trigger_once in the rr so when a player first joins he triggers it, which in my case was linked to a env_message

    just make sure the trigger is under all the info_player_start points
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    the trigger_random is fired each time when the map resets after a round if you set the flag start on.

    as a key I use:

    mapreset 1

    (dunno bout the name btw <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> but I think you get which one im talking about)
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    ended up getting it to work with trigger_auto...don't know if trigger_auto will be triggered each map round...I hope so...can't test though cause the map doesn't reset when you played by yourself...even if you destroy the hive..
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    it should if you do sv_cheats 0 after you destroy it...

    wait, why am I helping you... it's late, er... early....
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited June 2004
    If you want it to trigger at the start and end of each round, name your multimanager "gamestartedstatus" and the game will automatically fire it for you.

    EDIT: to end a round with sv_cheats 1, use "endgame #" where "#" is the number of the winning team.
  • lyndaklyndak God Join Date: 2002-11-13 Member: 8419Members, Constellation
    Cagey: This is the method I'm using, but it doesn't fire it at the end of the round!

    I have timers setup in my multimanager to fire doors after 20mins of game time (similar to the siege doors opening on the siege maps) -- but if the game ends BEFORE the 20mins then the counter doesn't stop ticking, which means that if a game ends at say, 13 mins, then another rounds starts immediatly afterwards, the door opens after 7 minutes of the second round!

    I don't know how the siege mappers got around this, I've decompiled and examined their entity work but I'm none the wiser - the only difference is they're using about 40-50 trigger_random and trigger_relays where I'm only using 1 multimanager -- surely the same function can be achieved by using one of these wonderful new fangled multimanager entities that we simply can't live without?

    Back when I started mapping, multimanagers were still a glint in Valve's eye and we all used trigger_relays <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
  • blackjackelblackjackel Join Date: 2002-11-01 Member: 2151Members, Constellation
    yes, gamestartedstatus does not seem to trigger on round end, like it should....
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited January 2005
    gamestartedsequence is to tell the timer to start at the beginning of the round. if your using a trigger_random put the "wait" keyvalue to gameendedsequence and that will kill the timer when the round ends. and when a new round is started, it will have the same effect like the first time around.
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