Problems with bombs Sven Coop Created 20 years ago2004-07-29 14:00:33 UTC by Waylander Waylander

Created 20 years ago2004-07-29 14:00:33 UTC by Waylander Waylander

Posted 20 years ago2004-07-29 14:00:33 UTC Post #46396
Im trying to create a bomb in my sven coop map using a func_wall_toggle and multi managers, everything looks fine but when I try the map out the bomb itself stays there, what an I doing wrong????
Posted 20 years ago2004-07-29 14:03:32 UTC Post #46398
It's a bit to get an idea of your entity settings from what you described.
I assume the func_wall_toggle is the bomb.
Usually you have to trigger those to switch them on/off.
You could also use a normal func_wall and killtarget it, since you probably wont need it anymore.
Post some more information if that didn't help.
Posted 20 years ago2004-07-29 14:10:26 UTC Post #46399
Sorry, sketchy info...
I have a flashy wall thing as a marker to show the player where to put da bomb, when you use it the bomb appears, a few seconds pass, complete with beepy sounds, and it blows up (all with the help a a multi_manager), but the bomb is still there.
In the multi manager i have the last entry as the bomb..... Not sure if thats the right way to go about it......
:
Posted 20 years ago2004-07-29 14:13:08 UTC Post #46400
So the bomb is the func_wall_toggle? Then you need to trigger it twice. First for making it appear, then for making it disappear. Just add the name of that func_wall_toggle into the multi_manager twice, with different delays. You'll see the name of the second one will be slightly changed but that's not a problem, it always happens when an entity is triggered more than once by a multi_manager.
Posted 20 years ago2004-07-29 14:15:07 UTC Post #46403
I'll give that a shot thx :lol:
Posted 20 years ago2004-07-29 14:26:29 UTC Post #46408
hmmmmm.... didn't work. the multi_managers properties are as follows:
bmb1 0
bmb2 6
bmb3 6
bmb4 6
bmb1 6

bmb1 is the divice, a func_wall_toggle
bmb2 and 3 are func_destroyable
bmb4 is an env_explosion

Any more ideas.....
Posted 20 years ago2004-07-29 14:28:19 UTC Post #46409
It should be bmb1#1.
Try triggering a trigger_relay that killtargets the wall.
Posted 20 years ago2004-07-29 14:29:39 UTC Post #46412
Will do
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