Items/moving monsters dont carry over Created 20 years ago2004-07-30 22:16:45 UTC by Coolfat3459 Coolfat3459

Created 20 years ago2004-07-30 22:16:45 UTC by Coolfat3459 Coolfat3459

Posted 20 years ago2004-07-30 22:16:45 UTC Post #46914
When I made a map change for Life Gear the map changed worked fine but everything on the other side didnt. This was how it is:
I got a grunt moving in a square around the edge of the map and on the other map (the one you came from) there is 9mm ammo, a battery and a healthkit. But if you walk back into the map change the items arent there anymore and if ou go back from that the grunt stops walking!
Posted 20 years ago2004-07-31 11:50:24 UTC Post #47101
:)

A trigger_transition might help:
http://collective.valve-erc.com/index.php?doc=1037474528-90629700

That article describes a bit more than a trigger_transition only, nevertheless, it might still be of use to you. I've never used the entity but as far as I've read about it, it sounds just like what you need.

About the grunt that stops walking, sounds quite obvious to me as the player has been to another map, so data from the previous one isn't being processed anymore (except for global data). So, upon entering the map again, you would have to trigger some stuff again I guess.
Posted 20 years ago2004-07-31 15:09:22 UTC Post #47137
Heres how it was with the grunt(if I cant fix this there will be no going back with maps in Life Gear[no reason to anyway]) Maps so far:
Stealth1 (title/crowbar, very short)
Stealth2 (the one with the items)
Stealth3 (the one with the grunt)

Now I get to the end of stealth2 and into stealth3, the grunt is moving. But if I go back into stealth2 items disappear (will look into trigger_transition) and if I go back into stealth3 from there the grunt has stopped moving, but is in the same place as he was when I went to stealth2. Every entity in stealth3 is there, but the grunt wont move. Is this part of the data problem?
Posted 20 years ago2004-07-31 15:36:58 UTC Post #47140
Well trigger_transition didn't work. Still nothing when I went back.
Posted 20 years ago2004-07-31 17:08:25 UTC Post #47173
You've placed the trigger_transition so, that the items are inside of it? Because then and only then it's supposed to work.
Posted 20 years ago2004-07-31 17:20:08 UTC Post #47179
I put the items and the landmark and the map change iside of it, it didn't work.
Posted 20 years ago2004-07-31 17:23:57 UTC Post #47182
And you're sure it's all set up right? As described in the article I linked to?

Since I know SlayerA has successfully used the trigger_transition after I told him about it... so the entity should work when set up correctly...
Posted 20 years ago2004-07-31 18:29:56 UTC Post #47202
As far as I know, a trigger_transition is only to create an area which a transition can be triggered in, but won't happen the moment you step in. You can't make the grunt continue moving in the next map, he will be carried over, but only monsters are carried over, not paths/weapons/ammo etc. Also, the grunt is unable to follow the paths again in the previous map, because he only targets the path_corners when he is spawned. When carried over, he has no paths to follow (They aren't carried over), and when is carried back, he won't target the paths again. However, you could use scripted_sequences to make him move instead.
Posted 20 years ago2004-07-31 19:27:38 UTC Post #47239
I dont know how to use scriptec sentences/sequences, (though I can do speakers) I am really good at faking sentences with ambient generics, but i dont know how to make a grunt move with a scripted sequence, and there isnt a tutorial on it either. Anyway, Yeah, I know I set it up right, name the trigger the same as the landmark and have everything that needs to carry over inside the block. but it didn't work. So I guess 'll just have to do with no going back. Most of the tim your path back is blocked anyway so it shouldnt interfere with the gameplay.
Posted 20 years ago2004-08-01 06:36:22 UTC Post #47308
There is a tutorial:
http://cariad.co.za/twhl/tutorial.php?id=53

It's easy enough to figure out how to make the monsters move to the scripted_sequences, once you know how to use them.
Posted 20 years ago2004-08-01 11:28:01 UTC Post #47336
Another thing suddenly comes to my mind: remember the level in HL just after the dam? Where the heli flies around and fires at the tentacle, and the minefield area? There were several level changes, but the heli always kept flying around.

I once decompiled one of these maps and they left a large open space outside of the playable area. My thoughts: this is meant so the heli has room to fly around after a level change. So, both maps have the same space for the heli, so to say.

Wich brings me to the next thing: you should leave an empty, walkable space for the grunt in the other level, so he still can move around when he's brought over to that map. Also, make sure you bring him back to the first map were he initially was...

I don't know if it works but since I think it has been done in HL, you can do the same too...
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