func_train disappears after 1 round Created 14 years ago2010-05-08 20:18:38 UTC by MistaX88 MistaX88

Created 14 years ago2010-05-08 20:18:38 UTC by MistaX88 MistaX88

Posted 14 years ago2010-05-08 20:18:38 UTC Post #281078
So, I used the tutorial to create an elevator using a func_train to make an elevator in my cs 1.6 map.

In the first round, it works perfectly. You spawn in it, and immediately it triggers it to move after a few seconds, it moves up, and is set to automatically drop back down after 30 seconds (part of a sequence of startup events for an as_ map I'm creating).

It works perfectly for that one round. But then, when the next round starts, the elevator is not there. It's not at the top path_corner or the bottom_path corner. It is set in a remote location so I can artificially light it, I'm guessing it is still there for whatever reason and isn't jumping to the first path_corner in the second round for whatever reason. I don't know why because it does it just fine the first time.
Posted 14 years ago2010-05-08 21:51:23 UTC Post #281079
You should trigger it to instantaneously move from a path in the lighting room to the first path using a trigger_auto. Rounds in CS don't affect things like this, but a trigger_auto should be reprogrammed to fire every round instead of on map load.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-05-08 23:53:07 UTC Post #281083
I realized after messing about a bit that the elevator was in the lighting room and had to move out of there, but I still didn't know how to work it from there. This should definitely help. Thanks!
Posted 14 years ago2010-05-10 00:19:52 UTC Post #281123
I'm having a bit of an issue.

I started up a new map (I had a better idea for the use of an elevator). I am having the elevator go through a range of motions. I haven't finished making the sequence yet, but what I have so far works fine (player spawns, elevator starts up after a few seconds, doors open, stationary doors close but elevator doors do not by design, because the next step is to have the elevator drop from an explosion I'm going to stick in later).

So, all the motions for the elevator and doors are working the way I want them to with the func_train entity. The problem comes with the next round start. The elevator just makes a loud "elevator stop" noise and doesn't move. This time, it is not in a remote lighting location, but it is in it's own place where it is supposed to begin at the start. The doors (which are separate func_train entities) do not move either.

I have the elevator and both doors triggered at the start by a multimanager called "kickstart" which is triggered by a trigger_multiple that resets itself after 60 seconds (giving enough time for players to drop back through it when I add in the elevator drop later before it resets to be ready for whenever the next round starts). I've been waiting 60 seconds before I end the round to ensure this trigger_multiple is ready to go again but I get nothing. I've also tried using a trigger once for the first round and then having a func_door trigger it for each round after (a technique that worked perfectly for having a sound startup at the beginning of each round in a different map I made). I also messed around with a trigger_auto and a few other complex trigger setups with no luck.

On the old map that I scrapped (the one where I was having the disappearing elevator issue), I ended up finding that after my trigger_multiple reset, the elevator would come up out of the floor and then do what it was supposed to do after being triggered. This was because my lighting room was directly underneath the shaft. I figured that if this was the case, then simply having a trigger_multiple that reset after a certain time limit would suffice because this time around I have the elevator already placed at the start point, but instead, I get nothing but a noise!
Posted 14 years ago2010-05-10 06:45:18 UTC Post #281129
Dunno what to tell you, some ents are buggy in CS.
Perhaps one of the people who actually map for CS can step in?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-05-10 19:13:04 UTC Post #281140
I know what you mean. When I made a map with a sound starting up at every round, it worked perfectly after I got the setup right, but then, when I tried the same setup with a different sound on the CT side, it wouldn't even play the sound. I understand why some might be buggy since they're not designed for round based play, but some of them seem finicky and they have nothing to do with map loads or anything.

I do know that resetting this elevator should be possible. The elevators in as_resident_evil work flawlessly every round and I know there are a few other maps I've seen with working elevators that reset every round too (though, they all used buttons to trigger them, but I can't see how that would affect it resetting).
Posted 14 years ago2010-05-10 22:27:19 UTC Post #281143
Aha! Figured it out.

I kept the setup with the trigger multiple setting off the multimanager each round, but I set up a second mutlimanager with a different name and without the 3 second delays and had it triggered by a func_door outside the map. I then lowered the trigger multiple below the players feet so it takes half a second to hit it when spawning. That way, I can ensure that the func_door trigger acts without interference from the trigger_multiple (though, because it uses multimanagers and a delay, I don't think that was actually necessary, it was just an extra precaution.

Recorded a test run:
http://www.youtube.com/watch?v=_92bJvMxwxA
It'll be a lot cooler when the map is all together and the other events I have planned happen simultaneously.
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