[Solved Sorta?] Round-reset flooding

Counter-Strike CS
[Solved Sorta?] Round-reset flooding by Masta_Frank01
Posted 9 years ago2015-06-02 06:29:08 UTC • Problems • Counter-Strike
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Name
[Solved Sorta?] Round-reset flooding
By
Masta_Frank01 Masta_Frank01
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Problems
Included
BSP, RMF/VMF
Created
9 years ago2015-06-02 06:29:08 UTC
Updated
9 years ago2015-06-11 05:39:06 UTC
Views
2195
Downloads
530
Comments
9
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I've been trying to solve a problem I've been having with water. I want it to start flooding the level at the beginning of the round. When the round ends and the next one starts I want the water to be at its original position (the pic) and then rise again. The problem is I have the speed set to .5. The first time its triggered it will go up, but when the next round starts it only goes down at that same speed and so on... If you have any suggestions I'm open to anything that will make this work.

9 Comments

Commented 9 years ago2015-06-02 13:54:22 UTC Comment #20898
Here's one way to reset the flooding each round.

I first tried using trigger_relays, but water seems to not be affected by them. (unless I was using them wrong)

Hope this helps, it was a fun map to make regardless :P
Commented 9 years ago2015-06-03 02:44:03 UTC Comment #20902
Thanks for your help. I've have been trying to fix this problem for years so this map has been uncompleted for quite some time. It's a very fun rush type map. I had thought about a copy and paste level type solution, but I don't think it will work. I apologize in advanced because the map I uploaded is much simpler version of the map I was working on. There are quite a few more entities in it and it's quite a bit bigger. I'm fairly sure this solution wouldn't work so well, keeping that in mind. I'll keep working on a solution and if you discover anything just post it up and I'll take a look at it. Thanks again.
Commented 9 years ago2015-06-03 02:50:57 UTC Comment #20903
I uploaded a picture if the actual map to the page. It's still not finished , but you can see what it looks like. Edit: oh and ignore the insane amount of info_player_start entities ;)
Commented 9 years ago2015-06-03 03:08:58 UTC Comment #20905
Oh no worries I enjoy trying to figure out things like this, and VERY cool-looking map from the screenie! :P

If I can find a better way to do it I'll let you know, might play with it some more later tonight..
Commented 9 years ago2015-06-03 06:28:54 UTC Comment #20907
Just solved this riddle... You'll notice vehicles always respawn to their origin point in cs 1.6. Maps like he_offroad and de_wallmart have them and they are always in the same spot at the start of the round. It has to do with the func_train entity. So set the water to func_train and make 2 path corners entities. Simply trigger the func_train with an invisible trigger_multi at the start of the round. You are essentially making an elevator. Oddly enough, the func_train entity has a option you can select in the contents box called: if non solid swimmable water. Make sure you've checked the not-solid flag off instead of selecting the non-solid option. It won't work otherwise. The only downside is you get no waves, but I'll take that any day. Note, editing the worldspawn wave height has no effect either. I can post the new version you can test it for yourself. It's pretty neat I think. I could probably post it in the example maps if anyone cares to use this.
Commented 9 years ago2015-06-03 07:09:46 UTC Comment #20908
Nice find!

Very nice to know you can do that! Thanks for sharing your solution and yeah, i would definitely upload an example map :P
Commented 9 years ago2015-06-04 11:18:21 UTC Comment #20909
Liquid Trains: Who knew?
Nice find!
Commented 9 years ago2015-06-05 09:58:53 UTC Comment #20910
I wonder how compatible is this with Counter Strike multi player.
You could make water cubes that move around and you had to swim in them and avoid obstacles.
Also, i know water can contain a ladder, so technically there could also be a moving ladder?
Commented 9 years ago2015-06-11 05:35:04 UTC Comment #20913
I posted the new version of the map so you guys can mess with it a bit. I have problems at times with triggering it, but that may be my crappy trigger. If anyone has a better way to trigger it once per round feel free to share the knowhow ;) The actual map I am using this for can randomly bug out and cause the water to snap to the top suddenly. When this happens it causes the water to go down into the floor until it randomly decides to go up again. Not sure why either... If the kinks get worked out there could be some interesting maps made. Lava maps, slime maps, etc... cool stuff. I'll attach the rmf so you can mess with it if you want.

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