reset complex lift and globals problem!! Created 17 years ago2006-08-08 16:10:25 UTC by Captain Monkey Captain Monkey

Created 17 years ago2006-08-08 16:10:25 UTC by Captain Monkey Captain Monkey

Posted 17 years ago2006-08-08 16:10:25 UTC Post #192860
have a CS map with lift triggered by doors and controlled by globals. Works fine on first run, then doesn't reset properly on new round. :aghast:
Do func_trains reset if they're moving?
Do env_globals reset their initial value?
Does running with bots only cause improper resets?
Please please help! Thank you. :cyclops:
Posted 17 years ago2006-08-09 01:33:50 UTC Post #192899
I don't have CS so I can't explain you anything about the reseting entities. But CS is quite simmilar to Hl1 so I can still help you with entity work and the elevator setting.

What do you mean controlled by globals? And by the train reseting do you mean returning to it's first location at the end of the round?
As for the bots, even though I never mapper for CS I can confedently tell you it has nothing to do with that.

The lift, does the doors you talked about move with it or not. Just want to know in order to understand how complicated this lift is.
Posted 17 years ago2006-08-09 06:11:40 UTC Post #192907
Andy's tutorial has a lift with moving doors that is the basic set-up of my lift. It also has env_globals that control when buttons can call the lift- as does mine.

As an extra complexity I have put in a security measure- the outer doors trigger the inner doors (the moving ones) and these trigger the lift to move. This ensures that the player can never wedge the doors with his body and watch the lift go its merry way without doors. :biggrin: This works fine in the first round. I've tried every way I can think of to mess it about and it copes. BUT second round the lift sometimes says goodbye to its doors, the wrong call buttons are often active and that implies the globals have not done there "set initial value" bit or the elevator/ elevator doors have kept moving as the round resets instead of going straight to their first stop target...

Can anyone help!? Congrats... end of post reached.
Posted 17 years ago2006-08-09 22:30:41 UTC Post #192970
You don't really need them to reset. All you have to do is make the elevator's fake button target a multisource that is the master of both himself and the outside button that is in the same level. Do this in all the levels. Make the path_corners in all the levels target the multisource of the button in their level.

This way the multisources are first triggered by the buttons and when it reaches the path_corner again the buttons are reactivated. Just make sure the buttons in the levels the elevator don't start in start disabled. (multisource with the same global master value as a global with the intal state of off and the set intal state flag)

If any problem accures there are two possible reason that I can think of why it happened:
1) If you want to make sure that the buttons will set the multisource off and the path_corners on just make them both target trigger_relays that will target the multisources. The trigger state means if it will trigger the entity only off/on or toggle between the two modes.
2) The path_corners trigger the multisources when the train leaves them too, not only when it reaches them.
Posted 17 years ago2006-08-16 12:22:18 UTC Post #193620
Thank you for your help Elon,
some of it was hard to follow, but basically I've now got 2 sets of variables: upcall, downcall, upcalled, downcalled

In general:
upcall and downcall tell the lift if it can be called up or down (via multisources, these master the buttons)
upcalled and downcalled master subsequent movement- i.e. the lift doors closing triggering lift movement. This was put in to prevent the lift moving if it's initial position triggered any path corners...
:zonked:
maybe the second set of variables are more trouble than they are help... I don't know...

I think one prob was caused by my friendly bots... they seem to be able to wedge open locked doors... in a wierd wierd way.

Would it be of interest if I posted the map on problem maps?
Posted 17 years ago2006-08-16 12:52:47 UTC Post #193626
Well, yes, and hope someone who is experienced with CS's bots will help you, although I can't guranty someone will. So your problem is that the bots can open the doors although that they are locked with a multisource, write that in the discription if thats the problem.
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