Doors Not Closing.
Confused
Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
<div class="IPBDescription">so confused</div> ok, i have a problem, entity wise.
the object is to get two of four sets of doors to close as soon as teh game starts.
here is how i have it set up
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Multimanager
Name: gamestartedstatus
targets:
Door_close@ 0
Door_off @ 10
env_global
name: Door_off
Intial state: on
Trigger state: off
Trigger_random
name: Door_close
starts: off
shortest: 0
longest :1
targets:
door_Short_Left
Door_Short_right
remove on fire
Trigger_random
name: Door_close
starts: off
shortest: 0
longest :1
targets:
door_long_Left
Door_long_right
remove on fire
all the doors have roughly the same properties.
Start open is checked
Master: door_off
speed: 1000
delay before close: -1
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
most of teh time they work fine and 4 doors of 8 close and seal off sections of the map. When this happens "Master is null or not master" is spammed in console 4 times, some times teh doors dont close right and instead onnly one pair will close. this only will spam the master warning twice.
I have no idea why this doesnt work. The only thing I can think of is that one of the triggger_randoms doesn't load by the time it needs to have fired.or taht some how the doors dont get done, but i thought i would post this in hopes some one could find teh reason why it happens. or if you can think of a better way to do it. any way enjoy
the object is to get two of four sets of doors to close as soon as teh game starts.
here is how i have it set up
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
Multimanager
Name: gamestartedstatus
targets:
Door_close@ 0
Door_off @ 10
env_global
name: Door_off
Intial state: on
Trigger state: off
Trigger_random
name: Door_close
starts: off
shortest: 0
longest :1
targets:
door_Short_Left
Door_Short_right
remove on fire
Trigger_random
name: Door_close
starts: off
shortest: 0
longest :1
targets:
door_long_Left
Door_long_right
remove on fire
all the doors have roughly the same properties.
Start open is checked
Master: door_off
speed: 1000
delay before close: -1
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
most of teh time they work fine and 4 doors of 8 close and seal off sections of the map. When this happens "Master is null or not master" is spammed in console 4 times, some times teh doors dont close right and instead onnly one pair will close. this only will spam the master warning twice.
I have no idea why this doesnt work. The only thing I can think of is that one of the triggger_randoms doesn't load by the time it needs to have fired.or taht some how the doors dont get done, but i thought i would post this in hopes some one could find teh reason why it happens. or if you can think of a better way to do it. any way enjoy
Comments
Yeah, it's important to have time for the entities to load completely before any triggering occurs.
In addition, I'm not sure if the actual values you're using have both "door_off" and "Door_off", but the fact that one is capitalized and the other isn't may be causing problems. I'm not sure if the Half-Life engine's internal string matching function is case sensitive, but it'd be faster if it didn't have to do any case conversion.
on a related note i could trigger on my cc being built.. hm might be worth a try.