continuous shake Created 19 years ago2005-02-19 18:51:04 UTC by VOX VOX

Created 19 years ago2005-02-19 18:51:04 UTC by VOX VOX

Posted 19 years ago2005-02-19 18:51:04 UTC Post #91894
You are in a falling object and I want a continuous shake going on until the level change. How do I do this? If I set the duration long the shake doesn't happen at all. I want it to last about 20 seconds.
Posted 19 years ago2005-02-19 19:38:17 UTC Post #91902
Use a multithreaded multimanager, and another multimanager triggered simultaneously with the original trigger of the actual shake-causer, as so:

1. multimanager "shaker"
2. env_shake "shake"
3. multimanager "killer"
4. trigger_relay, killtarget = "shaker"

Trigger 1 and 3 simultaneously.

1: Key "shake", delay 0.1,
1: Key "shaker", delay 5

2: Length 5.05s

3: Trigger "shaker" after 20s.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-19 22:07:48 UTC Post #91925
Thanks seventh it works perfectly. One more question. How would I change a level after a certain duration? mean, like, after 30 seconds passes from the map start, I want a level change to occur. I know it has to do with teleporting the player to a black room with levelchange in it but I can't get it right, I think.
Posted 19 years ago2005-02-20 09:34:49 UTC Post #91993
One can toggle changelevel entities, you just need to tick the appropriate flag (possibly "Use only").

Thanks for the interesting question, by the way :). Haven't been many recently.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-20 11:16:07 UTC Post #91998
Seventh-Monkey is right, tick the "use only" flag in your trigger_changelevel entity which allows you to target it. Then place a trigger_auto in your map that targets the trigger_changelevel after 30 seconds. You won't need to teleport the player to a dark room unless you need to control the players exact location before the changelevel.
Posted 19 years ago2005-02-20 12:59:49 UTC Post #92017
Sounds like a workaround for 'carrying entities' into the next level to me, which I'm fairly sure can be done more effectively.

I personally use a trigger_once around the location of the player spawn rather than a trigger_auto because I find them a little, uh, crummy sometimes (crashes, failures to fire, etc.).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-20 13:41:04 UTC Post #92034
Why not on the lenght of the env_shake, just use a -1?
Luke LukeLuke
Posted 19 years ago2005-02-20 14:29:14 UTC Post #92042
If you can't have a 20s shake, you probably can't have an indefinite one.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-02-20 14:44:35 UTC Post #92055
Thanks you guys have the answers to everything lol. :)
You must be logged in to post a response.