Captain P, I assure you that I am aware of the problems regarding targetting a multisource with a TRIGGER_MULTIPLE (yes... that would be a shortcomming). Your original post says nothing of using buttons (btw doors work too) to target the multisource. Actually, in your first post here, you mentioned using multimanagers to target the multisource... which is completely unnecesary.
If I did what you suggest in BOTH of your posts, I would use more entities than my example map uses (thus making your way more complex...)
My way: 2 trigger multiples, 2 func_doors, an env_lazer, and a func_button. Total: 6 entities.
Your way: 2 trigger_multiples, 2 func_buttons, 2 multimanagers and a multisource. Total: 7 entities
ACTUALLY, as anyone who follows the general mapping forums would know, SlayerA provided a solution which uses ONE less entity than I did with my example(not WAY less complex... but none the less, less complex)
Even though the multimanagers you suggested are entirely not needed for this to work, I wont tell you to "read up on them because you are clearly not familiar with them"... instead, I'll just thank you for trying to help fellow mappers solve their problems.
Yeah, I'm not unfamiliar with the multisource... the point of this example map is to get around one of its shortcomings.
The trigger_multiple will toggle the on/off state of the multisource each time it resets. That would allow ONE player to touch each trigger_multiple and activate the multisource... or allow the multisource to be activated by two players who activated the triggers at separate times.
I found the way used in my example map to be a somewhat simple workaround to this shortcomming of the multisource. Using the example I provided, two players need to be standing on separate trigger_multiples at the exact same time in order to trigger the event.
Commented 20 years ago2004-09-27 01:41:01 UTC
in vault item: Paper Thin BrushesComment #4106
Uhh yeah.
To put your mind at ease about the issue, I hollowed because I was demonstrating how to make paper thin brushes (-not- architecture). I shortcutted the architecture so that the person who asked could have the solution faster.
I have not used perfect grammar, and my map is not flawless, but I helped someone with a problem they were having... please forgive me.
Commented 20 years ago2004-09-25 11:28:23 UTC
in vault item: Paper Thin BrushesComment #4088
Lol funny, but THIS is an example to show how to make brushes appear "paper thin"... it has nothing to do with creating any architecture. But I'm glad you guys could find something to criticize about :P.
And since turnabout is fair play, I'll now criticize you :D. Cant you noobs tell that i DIDN'T carve a cylinder with a cylinder!? I merely made a cylinder and hollowed it outward, then i used cylinders the exact same size as the one I hollowed for the water and hurt.
breaks stupid stick over the heads of everyone who accused me of carving
Commented 20 years ago2004-09-07 02:57:35 UTC
in vault item: awp_squrelComment #3830
make what YOU want to make. its doubtfull that your first few maps will actually be massivley played by the public, so why in the hell would you worry about what they want. im not saying to make something no one would ever think of spawning in, but since you are somewhat new to mapping, you should be working on stuff that YOU think would be fun to play. you are learning how to do stuff, and working on something you find interesting will keep you moving along in the right direction. once you get some more finished maps under your belt and have a better handle on hammer and what the public wants, THEN start making maps for them. /2cents
I assure you that I am aware of the problems regarding targetting a multisource with a TRIGGER_MULTIPLE (yes... that would be a shortcomming). Your original post says nothing of using buttons (btw doors work too) to target the multisource. Actually, in your first post here, you mentioned using multimanagers to target the multisource... which is completely unnecesary.
If I did what you suggest in BOTH of your posts, I would use more entities than my example map uses (thus making your way more complex...)
My way: 2 trigger multiples, 2 func_doors, an env_lazer, and a func_button. Total: 6 entities.
Your way: 2 trigger_multiples, 2 func_buttons, 2 multimanagers and a multisource. Total: 7 entities
ACTUALLY, as anyone who follows the general mapping forums would know, SlayerA provided a solution which uses ONE less entity than I did with my example(not WAY less complex... but none the less, less complex)
Even though the multimanagers you suggested are entirely not needed for this to work, I wont tell you to "read up on them because you are clearly not familiar with them"... instead, I'll just thank you for trying to help fellow mappers solve their problems.
The trigger_multiple will toggle the on/off state of the multisource each time it resets. That would allow ONE player to touch each trigger_multiple and activate the multisource... or allow the multisource to be activated by two players who activated the triggers at separate times.
I found the way used in my example map to be a somewhat simple workaround to this shortcomming of the multisource. Using the example I provided, two players need to be standing on separate trigger_multiples at the exact same time in order to trigger the event.
To put your mind at ease about the issue, I hollowed because I was demonstrating how to make paper thin brushes (-not- architecture). I shortcutted the architecture so that the person who asked could have the solution faster.
I have not used perfect grammar, and my map is not flawless, but I helped someone with a problem they were having... please forgive me.
[/smartass]
And since turnabout is fair play, I'll now criticize you :D. Cant you noobs tell that i DIDN'T carve a cylinder with a cylinder!? I merely made a cylinder and hollowed it outward, then i used cylinders the exact same size as the one I hollowed for the water and hurt.
breaks stupid stick over the heads of everyone who accused me of carving