Its Been 6 Hours Now

Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
<div class="IPBDescription">and I still cannot figure this out.</div> I'm about to kill something. Or something.
perhaps that fluffy bunny over there.
If I dont figure out what the hell is going on with this.

6 entities,
2 weldables
1 changetarget
one relay
and 2 doors

weldable1 targets relay. relay targets door1
weldable2 targets changetarget. changetarget targets relay. changetarget's newtarget is set to door2
this is what's intended to happen. weld weldable1 and door1 closes
weld weldable2 and nothing happens.
weld weldable2 and then weldable1 and door2 closes.
weld weldable1, door1 closes, and then weld weldable2 and nothing happens.

This is what does happen
weld weldable1 and nothing happens
weld weldable2 and nothing happens
weld weldable2 and then weldable 1 and door2 closes
weld weldable1 and then weldable2 and door1 closes

This is starting to really **** me off, I've changed the names on these entities like 50 times. I've tried adding more trigger relays between the weldables and changetargets and everything. I've hit my computer, changed the targets around to see if I could figure out what's going on. I can't think anymore, someone please just tell me what to do.

Comments

  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    look at the sven coop forum's <a href='http://www.svencoop.com/forums/search.php?s=' target='_blank'>http://www.svencoop.com/forums/search.php?s=</a> (change the button to weldable)
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    yay, the best you can give me is point me to the search function on another forum?

    ^.~ *jabs a pointy object in your eye* you first, the bunny next.

    After a bit more experimenting, the setup works correctly using func_buttons.

    So the only thing I can conclude so far is that there's some strange reaction between the trigger_changetarget and the func_weldable. Svencoop != NS, svencoop does not include the func_weldable. *jabs another object into your other eye*

    Anyone who actually knows what might be going on want to help me?
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    well but he's right, func_weldable is nothing else than a "differently" working button, you just trigger it by welding
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Then repeat my setup for yourself with a func_weldable and a func_button and see how they're different.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--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-->^.~ *jabs a pointy object in your eye* you first, the bunny next.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    *screems with pain* and trys to defend the rabit
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    <!--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-->weldable1 targets relay. relay targets door1
    weldable2 targets changetarget. changetarget targets relay. changetarget's newtarget is set to door2
    this is what's intended to happen. weld weldable1 and door1 closes
    weld weldable2 and nothing happens.
    weld weldable2 and then weldable1 and door2 closes.
    weld weldable1, door1 closes, and then weld weldable2 and nothing happens.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    there would be a different solution, with multisource and multimanager

    ok we have multiple trigger_relays let me call them tr1, tr2, tr3, tr4, tr5 and tr6 and two multi_managers, mm1 and mm2

    tr1 triggers multisource
    tr2 triggers multisource
    tr3 triggers door1
    tr4 kills multisource
    tr5 kills tr3
    tr6 kills tr4
    multisource triggers door2

    now...

    weldable1 triggers mm1
    mm1 triggers tr1, tr3 and tr4

    weldable2 triggers mm2
    mm2 triggers tr2, tr5 and tr6

    now, if weldable 2 is activated the first trigger for multisource will be activated (but nothing happens yet) and the triggers that kill multisource and trigger door1 will be killed so if you now weld weldable1 the second multisource trigger will be activated and door2 will be triggered

    if you weld weldable 1, door1 will be triggered and the multisource will be killed so door2 can't be triggered anymore...

    now this is theory I didn't try it but it should work
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    Ya, I come up with that in theory too, but I prefer the changetarget because its much more elegant. I'm about to try using a multisource as a trigger_relay instead.
    It seems though that using the weldable to start the relay is causing some bugs. Its possible that your relay won't work either because of this bug. *beats it with a 2x4 with rusty nails*
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    infi's soloution wouldn't have worked anyway, kill targeted entties don't re-appear on round reset. I'll have a look at this setup.
  • infiinfi Join Date: 2002-07-07 Member: 891Members
    edited May 2003
    yeah forgot to mention that, of course it would only work one time <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> but heh it probably would at least do what's wanted haha
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    well. the damnable multisource as a relay isn't working. *looks really peeved now*
    I really don't WANT to resort to a kill target, and I want as elegant a solution as possible.
    Can someone explain what the on, off, and toggle functions on the trigger_relay are?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited May 2003
    It appears that the func_weldable's "trigger on finsih" property is stored differently to HL entities "target" property so trigger_changetarget cannot work with it. I got this setup to work by adding a trigger_relay between weldable 1 and the doors, having the trigger_changetarget change the target of the relay, rather than the weld. You still need a trick to reset any the changetarget'd entities at the start of the round.

    When an entity is triggered, it can be explicitly turn ON, OFF or the reverese of whatever state it was in before it was triggered (TOGGLE). All NS entities trigger their targets to the TOGGLE status (I think...). Some entities react the same whatever state they are triggered into, others like func_wall_toggle are more blatant (ON, wall is there, OFF no wall, TOGGLE makes the wall vanish if it's there, or appear if it isn't).
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    edited May 2003
    Thing is, my setup had the trigger relay,
    its quite obvious to me that target on weld != target, so I had it target a trigger relay, and then the relay targeted the doors.
    you want to send me the rmf of the working 2 weldables 2 doors set up so I can look at it?

    Ok, so with the relay if I set it to off, and then click it, it turns on? and then if I set it to on, its on and then turns off?
    and toggle I assume will.. urgh.
    *twitch* need sleep.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    *examines your map and notes the same setup as its stuff except the trigger_relay is set to toggle, and both weldables are set to enabled (what does that do?)*
    *sets its entities up the way you did it, compiles.. no effect. Still not working.*
    *replaces its entities with yours and compiles. it works*

    Conclusion: the compiler daemons hate me. Or its the collision hul gnomes.

    Thanks for the stuff man
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    typos in entity names and aims can be evil.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Fortuna Wolf+May 26 2003, 02:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fortuna Wolf @ May 26 2003, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *examines your map and notes the same setup as its stuff except the trigger_relay is set to toggle, and both weldables are set to enabled (what does that do?)*
    *sets its entities up the way you did it, compiles.. no effect. Still not working.*
    *replaces its entities with yours and compiles. it works*

    Conclusion: the compiler daemons hate me. Or its the collision hul gnomes.

    Thanks for the stuff man <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Weldables must be enabled, otherwise they must be triggered before they become weldable. Maybe you have an FGD problem fortuna?
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    well this is a comment comin from a mappin noob:

    "everything is case sensitive"
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    I know everything is case sensitive. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Oh well, I'm just glad its done, I'll figure out why it hated me later, I just want to get on with the rest of the map now.
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