Forum posts

Posted 10 years ago2014-08-13 17:36:29 UTC
in trigger_relay and trigger_push Post #321143
Yeah, but I need to disable pusher, not option to enable it (button) :D

The idea is that push is in front of button... like an force shield that does not let anyone reach the button, when it is activated. And it seems like with trigger_changetarget it is one of the easiest ways for me to control when it can / can`t be turned off.

Thanks for your replies, they helped a bit ;)
Posted 10 years ago2014-08-13 12:30:22 UTC
in trigger_relay and trigger_push Post #321134
When I tried with multisource it was "pushers" Master.
Button triggered multisource, but again, "relay" with trigger state off reacted like toggle. If multisource was off, it turned it on.

I even do not know what was the problem, made some kind of fix with trigger_changetarget, now if "pusher" is off, "relay", that should turn it off, gets fake target.

Anyway, I am still curious why trigger_relay with trigger state off worked like it had toogle state :D
Is there entities that are not supported with it? Should create some small test map...
Posted 10 years ago2014-08-13 08:19:53 UTC
in trigger_relay and trigger_push Post #321132
Hi, everyone!
I have a little problem with trigger_relay and trigger_push.
On Counter-strike map.

The situation:
I have made trigger_push, with targetname, speed and of course Yaw... it works. Lets call it "pusher".
But, I have a button, that triggers "pusher". Also button works, when I press it, "pusher" toggles - on/off.

But, I need it to be toogled off in round start (as I said, mapping for CS), so I added func_door outside of map (as always, if I need something to trigger in round start) that targets trigger_relay, let`s call it "relay", it`s target is "pusher", trigger state is off, but the problem is - despite of "off", it turns it on (if the button didn`t trigger "pusher" on previous round)!

Have any ideas?
I am too lazy to set up trigger_changetargets, but if noone knows I will have to do that :<
Also tried multisource, it had, the same effect...

EDIT: "pusher" has "Start Off" flag, since func_door isn`t triggered in very first round.
Posted 11 years ago2013-08-30 15:01:54 UTC
in Sledge (Hammer Alternative) Alpha Build Post #315373
Made a test.
Frankly - it is cool stuff, i like how you have "integreted" old Arch drawing window in to some prefabs as pipe, working with it in my opinion is much easier.

And by playing around with all options found some bugs

#1
By shift`n`drag rooms, lightning is lost
http://prntscr.com/1obnef
http://prntscr.com/1obnr8
http://prntscr.com/1obnxb

#2
using multiple fgd`s makes dublicate entities in entitie list (ctrl+tn object) (okay, this even couldn`t be a bug, but in hammer multiple fgds works fine)
http://prntscr.com/1obofj

Suggestions:
#1
Add info about selected brush/entity (ou well, just don`t get angry if you are working for that at the moment :D)
http://prntscr.com/1oboyz

#2
Just read comment on this screenshot
http://prntscr.com/1obpk6

That is all.

By the way - althought this is not final release, it is awesome, can`t wait till see the final version :) GJ

P.S sorry if my English is not as good as it should be :/
Posted 11 years ago2013-06-08 06:15:16 UTC
in Entity help triggering breakable glass Post #313881
  • make func_door outside of your map. And put that breakable as target. And mby add triggeronce dat activatets those doors for 1st round
*set f_breakable name to 'game_playerspawn' so it will be triggered when someone spawns.

First point should work great
Posted 11 years ago2013-06-03 15:18:17 UTC
in Post your screenshots! WIP thread Post #313816
I started fight yard (FY) map for CS1.6
I am still messing up with entities because I have great plans for it. I believe you have played AWP_ , 35hp etc minimod maps. My plan is to get them in one map, so every round is a bit different from other. First round is with deagle, second round knife/35hp and so on. But now it sometimes doesn`t give weapons :( But I hope i will find out why.

So screens :)
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Posted 11 years ago2013-05-06 16:25:03 UTC
in ambient_generic for only one player Post #313431
okay
I will forget about this idea :D
Thanks for your answers! :)
Posted 11 years ago2013-05-06 16:19:58 UTC
in Reliable Channel Overflowed Post #313430
I nowadays put 64 spawns because last time I used 32, for some reason players kept dying when there was over 15 players. So I tried all kinds of tricks, and finally doubling the amount of spawns solved that problem.
To fix probelm when all players ar dying, make distance between spawnpoints bigger and if you want be 100% sure put bots in it and see if they are dying on spawn. And I am sure that will fix players getting errors when round starts

Hmmm OR probably too much entities.. but I am not sure, cuz my DR map with about 490 entities (coming soon on gamebanana :)) is working great and players have not reported to me with problem with "reliable channel...."
Anyway, look at amount of entities, maybe it is equal or greater than 512 or super-close to it. It is only thing I can imagine... without nasty server plugins

I belive that your amount of spawnpoints is causing this problem.
Posted 11 years ago2013-05-03 13:06:03 UTC
in ambient_generic for only one player Post #313413
Hi everyone!
I just want to know one thing... as you can see on the name of thread - is it possible to set ambient_generic for one player, that triggers it (with button / multi_maneger and so on)on goldsrc?

For example - player "A" press button and he hear some sound, while others ("B" and "C" next to him) don`t.

If it is possible please say how, google couldn`t answer for me this time :D
Posted 11 years ago2013-04-22 15:15:52 UTC
in Post your screenshots! WIP thread Post #313351
I have worked a bit for CS1.6 Deathrun mod map (where CT`s are running thrugh the map but T is activating traps...)

Kind of tailed building

So, you can have a look ;)
(some of these places now are looking better, but I have not made fresh screens yet)
A bit of CT`s way
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Terrorist`s hood (oh,I can`t find more screenshots :()
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(without jumpstats...)